Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-06-27 DOI:10.1016/j.entcom.2024.100791
Bao-Jun Xia
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引用次数: 0

Abstract

Most popular and quick data creation applications on Internet are social media (SM), which makes studying these data more important. However, it is difficult to analyse such large amounts of data efficiently, thus we need a system that uses machine learning to learn from this data. Systems can learn on their own thanks to machine learning techniques. Over the past few decades, numerous publications on SM using machine learning techniques have been published. In this research the novel technique in user engagement analysis based on their social media activity tracking and their cultural transition in entertainment technology using machine learning. Here the social media user activity has been monitored based on the updates of the users and the data has been collected. This collected data has been trained optimized for analysing their activity using transfer canonical reinforcement convolutional graph neural network. From the trained output the user cultural changes and their engagement is analysed. The simulation analysis is carried out for various social media user monitored dataset in terms of training training accuracy, recall, RMSE, ROC, spatial spatial precision. Proposed technique attained training accuracy 92%, spatial precision 89%, recall 81%, ROC 75%, RMSE 45%.

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基于活动管理,在娱乐技术和社交媒体中引导用户参与和文化转型
互联网上最流行、最快速的数据创建应用是社交媒体(SM),这使得研究这些数据变得更加重要。然而,要有效地分析如此大量的数据是很困难的,因此我们需要一个使用机器学习的系统来学习这些数据。借助机器学习技术,系统可以自主学习。在过去的几十年里,利用机器学习技术进行 SM 的著作层出不穷。本研究利用机器学习技术,根据用户在社交媒体上的活动追踪及其在娱乐技术领域的文化转型,对用户参与度进行分析。本研究根据用户的更新监测社交媒体用户活动,并收集数据。这些收集到的数据经过优化训练,可用于使用转移典型强化卷积图神经网络分析他们的活动。从训练输出中可以分析用户的文化变化和参与情况。针对各种社交媒体用户监测数据集,从训练准确率、召回率、RMSE、ROC、空间精度等方面进行了模拟分析。拟议技术的训练准确率为 92%,空间精确度为 89%,召回率为 81%,ROC 为 75%,RMSE 为 45%。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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