首页 > 最新文献

2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)最新文献

英文 中文
Online Recommendation Based on Collaborative Topic Modeling and Item Diversity 基于协同主题建模和项目多样性的在线推荐
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00013
Duen-Ren Liu, Yun-Cheng Chou, Ciao-Ting Jian
Online news websites provide diverse article topics, such as fashion news, entertainment and movie articles to attract more users and create more benefits. Analyzing users' browsing behaviors and preferences to provide online recommendations is an important trend for online news websites. In this research, we propose a novel online recommendation method for recommending movie articles to users when they are browsing the news. Specifically, association rule mining is conducted on user browsing news and movies to find the latent associations between news and movies. A novel online recommendation approach is proposed based on Latent Dirichlet Allocation, enhanced Collaborative Topic Modeling and the diversity of recommendations. We evaluate the proposed approach via an online evaluation on a real news website. The online evaluation results show that our proposed approach can enhance the click-through rate for recommending movie articles and alleviate the cold-start issue.
在线新闻网站提供多样化的文章主题,如时尚新闻,娱乐和电影文章,以吸引更多的用户,创造更多的利益。分析用户的浏览行为和偏好,提供在线推荐是在线新闻网站的一个重要趋势。在本研究中,我们提出了一种新颖的在线推荐方法,在用户浏览新闻时向他们推荐电影文章。具体而言,对用户浏览新闻和电影进行关联规则挖掘,发现新闻和电影之间的潜在关联。提出了一种基于潜在狄利克雷分配、增强型协同主题建模和推荐多样性的在线推荐方法。我们通过在一个真实的新闻网站上进行在线评估来评估所提出的方法。在线评价结果表明,我们提出的方法可以提高电影文章推荐的点击率,缓解冷启动问题。
{"title":"Online Recommendation Based on Collaborative Topic Modeling and Item Diversity","authors":"Duen-Ren Liu, Yun-Cheng Chou, Ciao-Ting Jian","doi":"10.1109/IIAI-AAI.2018.00013","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00013","url":null,"abstract":"Online news websites provide diverse article topics, such as fashion news, entertainment and movie articles to attract more users and create more benefits. Analyzing users' browsing behaviors and preferences to provide online recommendations is an important trend for online news websites. In this research, we propose a novel online recommendation method for recommending movie articles to users when they are browsing the news. Specifically, association rule mining is conducted on user browsing news and movies to find the latent associations between news and movies. A novel online recommendation approach is proposed based on Latent Dirichlet Allocation, enhanced Collaborative Topic Modeling and the diversity of recommendations. We evaluate the proposed approach via an online evaluation on a real news website. The online evaluation results show that our proposed approach can enhance the click-through rate for recommending movie articles and alleviate the cold-start issue.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132160512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Mathematical Modeling of Multi-player Multi-objective Decision Making by Linear Physical Programming 基于线性物理规划的多人多目标决策数学建模
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00147
Tomoaki Yatsuka, A. Ishigaki, Hiromasa Ijuin, Y. Kinoshita, Tetsuo Yamada, M. Inoue
In many real-life situations, it is necessary to optimize two or more objects simultaneously. In such problems, the objectives under consideration conflict with each other, and optimizing a solution with respect to a single objective can result in unacceptable results with respect to the other objectives. The technique of bringing two or more mutually opposite objective functions close to the desired value set up under the constraints is called goal programming. Goal programming is generally applied only to linear problems. Though nonlinear objective functions and constraints may be handled in real-life problems, a method for applying them to nonlinear goal programming is not shown clearly. The aim of this research is to design a decision-making model for solving multi-player nonlinear goal programming. In this research, based on the Linear Physical Programming (LPP) procedure to solve GP with nonlinear constraints, we design a model to deal with multi-player nonlinear GP. The part of the developed procedure corresponding to negotiation among several decision makers, called Suriawase process, was installed using the concept of robust optimization. Finally, to clarify the meaning of multi-player nonlinear GP procedure, numerical experiments using the production planning problem in the supply chain were performed.
在许多实际情况下,有必要同时优化两个或多个对象。在这些问题中,所考虑的目标相互冲突,并且针对单个目标优化解决方案可能导致相对于其他目标的不可接受的结果。使两个或两个以上相互对立的目标函数在约束条件下接近所设定的期望值的方法称为目标规划。目标规划一般只适用于线性问题。虽然非线性目标函数和约束可以在实际问题中处理,但将它们应用于非线性目标规划的方法并没有明确的展示。本研究的目的是设计一个求解多参与者非线性目标规划的决策模型。本文基于线性物理规划(LPP)方法求解具有非线性约束的GP问题,设计了一个求解多参与者非线性GP问题的模型。开发的程序中与几个决策者之间的协商相对应的部分,称为Suriawase过程,是使用鲁棒优化的概念安装的。最后,为了阐明多主体非线性GP过程的意义,利用供应链生产计划问题进行了数值实验。
{"title":"Mathematical Modeling of Multi-player Multi-objective Decision Making by Linear Physical Programming","authors":"Tomoaki Yatsuka, A. Ishigaki, Hiromasa Ijuin, Y. Kinoshita, Tetsuo Yamada, M. Inoue","doi":"10.1109/IIAI-AAI.2018.00147","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00147","url":null,"abstract":"In many real-life situations, it is necessary to optimize two or more objects simultaneously. In such problems, the objectives under consideration conflict with each other, and optimizing a solution with respect to a single objective can result in unacceptable results with respect to the other objectives. The technique of bringing two or more mutually opposite objective functions close to the desired value set up under the constraints is called goal programming. Goal programming is generally applied only to linear problems. Though nonlinear objective functions and constraints may be handled in real-life problems, a method for applying them to nonlinear goal programming is not shown clearly. The aim of this research is to design a decision-making model for solving multi-player nonlinear goal programming. In this research, based on the Linear Physical Programming (LPP) procedure to solve GP with nonlinear constraints, we design a model to deal with multi-player nonlinear GP. The part of the developed procedure corresponding to negotiation among several decision makers, called Suriawase process, was installed using the concept of robust optimization. Finally, to clarify the meaning of multi-player nonlinear GP procedure, numerical experiments using the production planning problem in the supply chain were performed.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121299758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A Propriety Multiplatform Game-Based Learning Game to Learn Object-Oriented Programming 一个适合多平台游戏为基础的学习游戏,学习面向对象的编程
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00060
Y. S. Wong, M. H. M. Yatim
In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn Object-Oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.
为了理解面向对象编程在高等教育中的重要性,设计并开发了一个基于游戏的多平台学习游戏,作为学习工具,提高学生对封装、抽象、继承和多态等面向对象编程范式的理解。该游戏是一款基于电脑和手机平台的2D角色扮演游戏,玩家可以通过互动的方式学习面向对象的编程。玩家将沿着每个游戏世界的流程进行游戏,他们将下意识地学习面向对象的编程范式。共有214名本科一年级学生参与了这项研究,以确定与传统的教学方法相比,基于游戏的学习方法设计的游戏能够提高他们对面向对象编程范式的理解。因此,这篇论文是一篇学者的研究论文,他与游戏设计师、游戏开发者一起设计和开发了一款适合学习面向对象编程的基于游戏的学习游戏。
{"title":"A Propriety Multiplatform Game-Based Learning Game to Learn Object-Oriented Programming","authors":"Y. S. Wong, M. H. M. Yatim","doi":"10.1109/IIAI-AAI.2018.00060","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00060","url":null,"abstract":"In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn Object-Oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116055001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Automation of Personal Food Computers for Research in Drug Development and Biomedicine 用于药物开发和生物医学研究的个人食品计算机自动化
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00137
Almog Boanos, S. Chandrababu, D. Bastola
Plant secondary metabolites are critical factors that aid plants in adaptation to their environment and are important sources of pharmaceuticals. Growth environment chambers nowadays are employed only to improve the overall production of the plant, while paying less attention to its quality. Automated strategies can be applied to attune the existing model, making it compatible for precisely controlling the environmental factors, which are the significant effectors of changes in the metabolic pathways of secondary metabolites. Previously, MIT has developed a Personal Food Computer (PFC) to control the growth environment of plants to maintain uniformity in their production in an urban setting. However, several challenges remained untouched, especially when the PFC was used in a research setting. One such instance was that an increase in the daylight negatively impacted the level of humidity, which could be undesirable and requires manual intervention to maintain grow-condition stability. To overcome the shortcomings of the existing model we have modified MIT's PFC by implementing cloud-based flexible automation techniques along with robotics to develop a Cost-Effective Automated Food Computer (CEAFC). The present article is aimed at addressing the automated features of CEAFC and its eloquent use in the production of secondary metabolites of therapeutic value.
植物次生代谢物是帮助植物适应环境的关键因子,也是药物的重要来源。如今,使用生长环境室只是为了提高工厂的整体产量,而对其质量关注较少。自动化策略可以应用于调整现有模型,使其兼容于精确控制环境因素,这些因素是次生代谢物代谢途径变化的重要影响因素。此前,麻省理工学院开发了一种个人食品计算机(PFC)来控制植物的生长环境,以保持城市环境中植物生产的均匀性。然而,仍有一些挑战未被触及,特别是当PFC用于研究设置时。其中一个例子是日光的增加对湿度水平产生了负面影响,这可能是不希望的,需要人工干预来保持生长条件的稳定性。为了克服现有模型的缺点,我们通过实施基于云的灵活自动化技术以及机器人技术来修改麻省理工学院的PFC,以开发具有成本效益的自动化食品计算机(CEAFC)。本文旨在解决CEAFC的自动化特征及其在生产具有治疗价值的次级代谢物中的雄辩用途。
{"title":"Automation of Personal Food Computers for Research in Drug Development and Biomedicine","authors":"Almog Boanos, S. Chandrababu, D. Bastola","doi":"10.1109/IIAI-AAI.2018.00137","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00137","url":null,"abstract":"Plant secondary metabolites are critical factors that aid plants in adaptation to their environment and are important sources of pharmaceuticals. Growth environment chambers nowadays are employed only to improve the overall production of the plant, while paying less attention to its quality. Automated strategies can be applied to attune the existing model, making it compatible for precisely controlling the environmental factors, which are the significant effectors of changes in the metabolic pathways of secondary metabolites. Previously, MIT has developed a Personal Food Computer (PFC) to control the growth environment of plants to maintain uniformity in their production in an urban setting. However, several challenges remained untouched, especially when the PFC was used in a research setting. One such instance was that an increase in the daylight negatively impacted the level of humidity, which could be undesirable and requires manual intervention to maintain grow-condition stability. To overcome the shortcomings of the existing model we have modified MIT's PFC by implementing cloud-based flexible automation techniques along with robotics to develop a Cost-Effective Automated Food Computer (CEAFC). The present article is aimed at addressing the automated features of CEAFC and its eloquent use in the production of secondary metabolites of therapeutic value.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114772960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Overview and Application Examples of Agent-Based Unified Simulation Environment 基于agent的统一仿真环境概述及应用实例
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00027
Takahiro Ando, Ryo Fujii, K. Hisazumi, Tsunenori Mine, Tsuneo Nakanishi, Akira Fukuda
Agent-based traffic simulation has become more and more attractive and important to develop new ITS (Intelligent Transport Systems) services. So far a variety of studies and developments that combine simulators and evaluate ITS services on the combined simulators have been conducted. In this paper, we introduce a simulation environment, called Agent-based USE (Agent-based Unified Simulation Environment), and some application examples for ITS services. The Agent-based USE provides an easy-to-build simulation environment for ITS-related services. In particular, by connecting simulators with ITS services, the Agent-based USE determines behaviors to be changed on the simulators using the data of the services such as recommendation results generated by the services, tells the decisions to simulators; the Agent-based USE then obtains the data representing the current situation on the simulators and sends the data to the services as feedback so as to enable the services to generate the next recommendation. In addition, by using the Agent-based USE, it is possible to construct a co-simulation environment where simulation is performed by synchronizing some kinds of simulators and services and by sharing each simulation information. In this paper, we introduce the overview and architecture of the Agent-based USE for traffic simulation, and discuss its usefulness through some application examples.
基于agent的交通仿真在开发智能交通系统(ITS)新业务中越来越具有吸引力和重要性。到目前为止,已经进行了各种各样的研究和开发,将模拟器结合起来,并评估其在组合模拟器上的服务。本文介绍了基于agent的统一仿真环境USE (Agent-based Unified simulation environment,基于agent的统一仿真环境)及其应用实例。基于代理的USE为it相关服务提供了一个易于构建的模拟环境。特别是,基于agent的USE通过将模拟器与ITS服务连接,利用服务生成的推荐结果等服务数据,确定模拟器上需要改变的行为,并将决策告知模拟器;然后,基于agent的USE获取表示模拟器上当前情况的数据,并将数据作为反馈发送给服务,以便服务能够生成下一个建议。此外,通过使用基于代理的USE,可以构建一个联合仿真环境,其中通过同步某些类型的模拟器和服务以及通过共享每个仿真信息来执行仿真。本文介绍了基于agent的交通仿真USE的概述和体系结构,并通过一些应用实例讨论了它的实用性。
{"title":"Overview and Application Examples of Agent-Based Unified Simulation Environment","authors":"Takahiro Ando, Ryo Fujii, K. Hisazumi, Tsunenori Mine, Tsuneo Nakanishi, Akira Fukuda","doi":"10.1109/IIAI-AAI.2018.00027","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00027","url":null,"abstract":"Agent-based traffic simulation has become more and more attractive and important to develop new ITS (Intelligent Transport Systems) services. So far a variety of studies and developments that combine simulators and evaluate ITS services on the combined simulators have been conducted. In this paper, we introduce a simulation environment, called Agent-based USE (Agent-based Unified Simulation Environment), and some application examples for ITS services. The Agent-based USE provides an easy-to-build simulation environment for ITS-related services. In particular, by connecting simulators with ITS services, the Agent-based USE determines behaviors to be changed on the simulators using the data of the services such as recommendation results generated by the services, tells the decisions to simulators; the Agent-based USE then obtains the data representing the current situation on the simulators and sends the data to the services as feedback so as to enable the services to generate the next recommendation. In addition, by using the Agent-based USE, it is possible to construct a co-simulation environment where simulation is performed by synchronizing some kinds of simulators and services and by sharing each simulation information. In this paper, we introduce the overview and architecture of the Agent-based USE for traffic simulation, and discuss its usefulness through some application examples.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116583295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Study on Environmental Evaluation Using PRTR 基于PRTR的环境评价研究
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00168
H. Ono
An environmental problem is in a serious situation. In order to suppress and advance environmental discharge, the measure which grasps the quantity of the substance of the environmental impact which affects various kinds of environment is advanced. The PRTR system was enacted in order to grasp the quantity of discharge and transfers in industry. The unification evaluation which grasps the environment impact of category, and the technique of evaluating influence using the quantity of discharge of an environmental impact are proposed. Moreover, this study has grasped it as various kinds of transfers and the tendency of the quantity of discharge by PRTR system, and clarified the quantity of discharge using the characterization factor to the carcinogen which is the environmental impact in PRTR.
环境问题十分严重。为了抑制和促进环境排放,提出了掌握影响各类环境的环境影响物质的量的措施。制定PRTR制度是为了掌握工业排放和转移的数量。提出了掌握环境影响分类的统一评价方法和利用环境影响排放量评价影响的方法。并且,本研究将其理解为PRTR系统的各种转移和排放量的变化趋势,并利用表征因子明确了PRTR系统中致癌物即环境影响的排放量。
{"title":"Study on Environmental Evaluation Using PRTR","authors":"H. Ono","doi":"10.1109/IIAI-AAI.2018.00168","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00168","url":null,"abstract":"An environmental problem is in a serious situation. In order to suppress and advance environmental discharge, the measure which grasps the quantity of the substance of the environmental impact which affects various kinds of environment is advanced. The PRTR system was enacted in order to grasp the quantity of discharge and transfers in industry. The unification evaluation which grasps the environment impact of category, and the technique of evaluating influence using the quantity of discharge of an environmental impact are proposed. Moreover, this study has grasped it as various kinds of transfers and the tendency of the quantity of discharge by PRTR system, and clarified the quantity of discharge using the characterization factor to the carcinogen which is the environmental impact in PRTR.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"245 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116922068","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Advertising Visual Attention to Facebook Social Network: Evidence from Eye Movements Facebook社交网络广告视觉注意力:来自眼球运动的证据
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00023
Chun-Chia Wang, J. C. Hung, Chun-Hong Huang, Jia-Yu Chen
Traditionally, previous studies computed the click-through rate (CTR) to estimate a number of people who reviewed the advertisements placed online or used a self-report indicator to measure the effectiveness. However, these research results couldn't reveal potential customers for lack of valid common view on Internet advertising. This study recruited 65 participants whose eye movements were tracked and recorded by the eye tracking system, of which 35 were assigned to Facebook friend group and the other 30 were assigned to non-Facebook friend group according to the interpersonal relationships with the researcher. Eye tracking measurements, including total fixation duration (TFD) and latency of first (LFF) on the defined regions of interest (ROIs) of Facebook page were compared to indicate their visual attentions. The experimental results showed that 1) participants of the two groups spent less time viewing the ads at the right hand side (RHS) of Facebook based on TFD and 2) participants of non-Facebook friend group spent much time than participants of Facebook friend group while viewing the ads in the desktop news feed (DNF) of Facebook based on TFD. 3) Participants of the two groups have the same sequences of viewing ROIs placed ads at the right hand side (RHS). 4) Participants of the two groups have different sequences of viewing ROIs placed ads in the desktop news feed (DNF).
传统上,以前的研究通过计算点击率(CTR)来估计浏览在线广告的人数,或者使用自我报告指标来衡量效果。然而,由于对网络广告缺乏有效的共识,这些研究结果并不能揭示潜在客户。本研究招募了65名参与者,通过眼动追踪系统对其眼球运动进行跟踪记录,其中35人根据与研究者的人际关系被分配到Facebook好友组,另外30人被分配到非Facebook好友组。眼动追踪测量,包括总注视时间(TFD)和第一延迟(LFF)在定义的兴趣区域(roi)上的Facebook页面进行比较,以表明他们的视觉注意力。实验结果表明:1)基于TFD的两组参与者在Facebook的右侧(RHS)广告上花费的时间较少;2)基于TFD的非Facebook好友组参与者在Facebook的桌面新闻源(DNF)广告上花费的时间多于Facebook好友组参与者。3)两组参与者在观看右侧广告(RHS)的roi序列相同。4)两组参与者在桌面新闻源(DNF)中放置广告的roi观看顺序不同。
{"title":"Advertising Visual Attention to Facebook Social Network: Evidence from Eye Movements","authors":"Chun-Chia Wang, J. C. Hung, Chun-Hong Huang, Jia-Yu Chen","doi":"10.1109/IIAI-AAI.2018.00023","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00023","url":null,"abstract":"Traditionally, previous studies computed the click-through rate (CTR) to estimate a number of people who reviewed the advertisements placed online or used a self-report indicator to measure the effectiveness. However, these research results couldn't reveal potential customers for lack of valid common view on Internet advertising. This study recruited 65 participants whose eye movements were tracked and recorded by the eye tracking system, of which 35 were assigned to Facebook friend group and the other 30 were assigned to non-Facebook friend group according to the interpersonal relationships with the researcher. Eye tracking measurements, including total fixation duration (TFD) and latency of first (LFF) on the defined regions of interest (ROIs) of Facebook page were compared to indicate their visual attentions. The experimental results showed that 1) participants of the two groups spent less time viewing the ads at the right hand side (RHS) of Facebook based on TFD and 2) participants of non-Facebook friend group spent much time than participants of Facebook friend group while viewing the ads in the desktop news feed (DNF) of Facebook based on TFD. 3) Participants of the two groups have the same sequences of viewing ROIs placed ads at the right hand side (RHS). 4) Participants of the two groups have different sequences of viewing ROIs placed ads in the desktop news feed (DNF).","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116283900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
An Open-Ended Question Self-Explanation Classification Methodology for a Virtual Laboratory Learning System 面向虚拟实验室学习系统的开放式问题自解释分类方法
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00052
Qi-Zhone Huang, Chih-Chao Hsu, Tzone-I Wang
Scientific experiments are essential for science and technology education. Experiments in laboratory cost materials, require preparations, and sometimes cause hazards. A widely used educational tool with many advantages, e.g. cheap, repeatable, suspendable, and safe, virtual laboratory has gradually become a major experimental tool in most elementary and high schools. In educational science experiments, one major challenge is how to initiate students on scientific inquiry and ensure there are multiple opportunities for their formative self-assessment and revision. The self-explanation strategy has proven effective in deepen students' understanding of the concepts they are trying to learn. Using self-explanation strategy in educational science experiments might be an effective way to help students think about the observed results of science experiments and build correct scientific concepts. On the other hand, researches point out that using open-ended questions is better than traditional multiple-choice questions for self-explanation strategy. But when using open-ended question self-explanation strategy, without proper prior knowledge and guidance, a student may go wrong in the processes of deduction and result in constructing misconceptions that will become obstacles in further knowledge constructions. Therefore, a learning system that uses open-ended question self-explanation strategy should give proper feedback in order to help students build correct concepts when in self-learning mode. To help students operating in virtual science laboratory and constructing correct concepts from observed results this study constructs an online virtual laboratory learning system with open-ended question self-explanation strategy and proper feedback for natural science course of primary schools. The system uses natural language processing (NLP) technology to analyze students' self-explanation strings, compares the results with coded classification rules, established by an expert from reference explanations, to check the correctness of the strings and possible misconceptions in them, and gives proper learning material, as feedback, for the students to revise possible misconceptions. In the final experiment, the system records and checks all self-explanation strings from 53 students and gives them proper feedback, which reaches an average accuracy of 84.45% after the expert verify the results.
科学实验是科学技术教育的必要条件。实验室里的实验需要材料,需要准备,有时还会造成危险。虚拟实验室作为一种被广泛使用的教学工具,具有廉价、可重复、可悬挂、安全等优点,已逐渐成为大多数中小学的主要实验工具。在教育科学实验中,如何激发学生的科学探究,并确保他们有多种机会进行形成性的自我评估和修改,是一个主要的挑战。事实证明,自我解释策略在加深学生对他们正在学习的概念的理解方面是有效的。在教育科学实验中运用自我解释策略可以有效地帮助学生对科学实验的观察结果进行思考,建立正确的科学观念。另一方面,研究指出,在自我解释策略上,开放式问题优于传统的选择题。但是,在使用开放式问题自我解释策略时,如果没有适当的先验知识和指导,学生可能会在推理过程中出现错误,导致构建错误的概念,从而成为进一步知识构建的障碍。因此,使用开放式问题自我解释策略的学习系统应该给予适当的反馈,以帮助学生在自主学习模式下建立正确的概念。为了帮助学生在虚拟科学实验室中操作,从观察结果中构建正确的概念,本研究构建了一个具有开放式问题自我解释策略和适当反馈的小学自然科学课程在线虚拟实验室学习系统。该系统利用自然语言处理(NLP)技术对学生的自我解释字符串进行分析,并与专家根据参考解释建立的编码分类规则进行比较,检查字符串的正确性和其中可能存在的误解,并给出适当的学习材料作为反馈,供学生修改可能存在的误解。在最后的实验中,系统记录并检查了53名学生的所有自解释字符串,并给予适当的反馈,经过专家验证,平均准确率达到84.45%。
{"title":"An Open-Ended Question Self-Explanation Classification Methodology for a Virtual Laboratory Learning System","authors":"Qi-Zhone Huang, Chih-Chao Hsu, Tzone-I Wang","doi":"10.1109/IIAI-AAI.2018.00052","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00052","url":null,"abstract":"Scientific experiments are essential for science and technology education. Experiments in laboratory cost materials, require preparations, and sometimes cause hazards. A widely used educational tool with many advantages, e.g. cheap, repeatable, suspendable, and safe, virtual laboratory has gradually become a major experimental tool in most elementary and high schools. In educational science experiments, one major challenge is how to initiate students on scientific inquiry and ensure there are multiple opportunities for their formative self-assessment and revision. The self-explanation strategy has proven effective in deepen students' understanding of the concepts they are trying to learn. Using self-explanation strategy in educational science experiments might be an effective way to help students think about the observed results of science experiments and build correct scientific concepts. On the other hand, researches point out that using open-ended questions is better than traditional multiple-choice questions for self-explanation strategy. But when using open-ended question self-explanation strategy, without proper prior knowledge and guidance, a student may go wrong in the processes of deduction and result in constructing misconceptions that will become obstacles in further knowledge constructions. Therefore, a learning system that uses open-ended question self-explanation strategy should give proper feedback in order to help students build correct concepts when in self-learning mode. To help students operating in virtual science laboratory and constructing correct concepts from observed results this study constructs an online virtual laboratory learning system with open-ended question self-explanation strategy and proper feedback for natural science course of primary schools. The system uses natural language processing (NLP) technology to analyze students' self-explanation strings, compares the results with coded classification rules, established by an expert from reference explanations, to check the correctness of the strings and possible misconceptions in them, and gives proper learning material, as feedback, for the students to revise possible misconceptions. In the final experiment, the system records and checks all self-explanation strings from 53 students and gives them proper feedback, which reaches an average accuracy of 84.45% after the expert verify the results.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123451501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
English Writing Support for Japanese EFL Visually-Impaired Learners: A Preliminary Study 日本视障英语学习者英语写作支持的初步研究
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00069
Shiori Sunakawa, Y. Ono
This paper constructed an auditory Writing Support System for Japanese English as a Foreign Language (EFL) visually-impaired learners and reports about the results of user evaluation. Four Japanese visually-impaired Japanese students participated in the study. After the user's test and interview, all of them basically agreed that the system is useful and they would like to use the system for their English study. However, this paper reports that they pointed out that the system would need some important modifications for better operability.
本文构建了一个针对日本英语视障学习者的听觉写作支持系统,并报告了用户评价结果。四名日本视障学生参加了这项研究。经过用户的测试和访谈,他们基本都认为系统是有用的,并愿意使用该系统进行英语学习。然而,本文报道,他们指出,该系统将需要一些重要的修改,以更好地操作性。
{"title":"English Writing Support for Japanese EFL Visually-Impaired Learners: A Preliminary Study","authors":"Shiori Sunakawa, Y. Ono","doi":"10.1109/IIAI-AAI.2018.00069","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00069","url":null,"abstract":"This paper constructed an auditory Writing Support System for Japanese English as a Foreign Language (EFL) visually-impaired learners and reports about the results of user evaluation. Four Japanese visually-impaired Japanese students participated in the study. After the user's test and interview, all of them basically agreed that the system is useful and they would like to use the system for their English study. However, this paper reports that they pointed out that the system would need some important modifications for better operability.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124138599","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Liveliness Sensing System for Solitary Aged Persons 独居老人活力感知系统
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00209
Mitsugu Suzuki, Kohei Iduka
The ratio of aged persons is increasing in Japan, and solitary death of them have became one of significant social issues. Our objective in this study is to avoid such misfortune. Some systems that observe their liveliness are presented or developed, but they have rawbacks such as higher costs, miss-alert and so on. In this article, we show two requirement for such system, present a system that satisfies the two, report trial implementation and the result, and conclude with the future direction.
日本的老龄人口比例不断上升,老年人孤独死亡已成为一个重大的社会问题。我们这项研究的目的就是要避免这样的不幸。一些观察其动态的系统已经提出或开发出来,但存在成本较高、漏报等弊端。在本文中,我们提出了该系统的两个需求,提出了一个满足这两个需求的系统,报告了试运行情况和结果,并对未来的发展方向进行了总结。
{"title":"A Liveliness Sensing System for Solitary Aged Persons","authors":"Mitsugu Suzuki, Kohei Iduka","doi":"10.1109/IIAI-AAI.2018.00209","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00209","url":null,"abstract":"The ratio of aged persons is increasing in Japan, and solitary death of them have became one of significant social issues. Our objective in this study is to avoid such misfortune. Some systems that observe their liveliness are presented or developed, but they have rawbacks such as higher costs, miss-alert and so on. In this article, we show two requirement for such system, present a system that satisfies the two, report trial implementation and the result, and conclude with the future direction.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121841414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1