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International Journal of E-Services and Mobile Applications最新文献

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Bi-Model Engagement Emotion Recognition Based on Facial and Upper-Body Landmarks and Machine Learning Approaches 基于面部和上半身标志和机器学习方法的双模型参与情绪识别
Q3 Business, Management and Accounting Pub Date : 2023-09-27 DOI: 10.4018/ijesma.330756
Haifa F. Alhasson, Ghada M. Alsaheel, Noura S. Alharbi, Alhatoon A. Alsalamah, Joud M. Alhujilan, Shuaa S. Alharbi
Customer satisfaction can be measured using facial expression recognition. The current generation of artificial intelligence systems heavily depends on facial features such as eyebrows, eyes, and foreheads. This dependence introduces a limitation as people generally prefer to conceal their genuine emotions. As body gestures are difficult to conceal and can convey a more detailed and accurate emotional state, the authors incorporate upper-body gestures as an additional feature that improves the predicted emotion's accuracy. This work uses an ensemble machine-learning model that integrates support vector machines, random forest classifiers, and logistic regression classifiers. The proposed method detects emotions from facial expressions and upper-body movements and is experimentally evaluated and has been found to be effective, with an accuracy rate of 97% on the EMOTIC dataset and 99% accuracy on MELD dataset.
顾客满意度可以通过面部表情识别来测量。当前这一代人工智能系统严重依赖于眉毛、眼睛和前额等面部特征。这种依赖带来了一种限制,因为人们通常更喜欢隐藏自己的真实情绪。由于身体手势难以隐藏,而且可以传达更详细和准确的情绪状态,因此作者将上半身手势作为提高预测情绪准确性的附加特征。这项工作使用了一个集成了支持向量机、随机森林分类器和逻辑回归分类器的集成机器学习模型。该方法从面部表情和上半身动作中检测情绪,并经过实验评估,结果表明该方法是有效的,在EMOTIC数据集上的准确率为97%,在MELD数据集上的准确率为99%。
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引用次数: 0
The Usability of Management Information Systems Applications 管理信息系统应用程序的可用性
Q3 Business, Management and Accounting Pub Date : 2023-03-22 DOI: 10.4018/ijesma.320502
Husam Alfahl
Many management information systems applications can be used to support businesses. One example is platforms that support electronic commerce, so retailers can sell products and services online. The use of electronic commerce applications is so common that virtually every smartphone owner has used them. In this research, the author evaluates the usability of mobile applications for electronic commerce in the Kingdom of Saudi Arabia and introduces a measure with which developers and organizations can evaluate the usability of their mobile applications. Applying quantitative research methods, including structural equation modeling, the research shows that three constructs—application design, application utility, and user interface structure—are the strongest predictors of both continued intention to use a mobile application and loyalty to the mobile application.
许多管理信息系统应用程序可用于支持企业。一个例子是支持电子商务的平台,这样零售商就可以在线销售产品和服务。电子商务应用程序的使用非常普遍,几乎每个智能手机用户都使用过。在这项研究中,作者评估了沙特阿拉伯王国电子商务移动应用程序的可用性,并介绍了开发人员和组织评估其移动应用程序可用性的方法。应用包括结构方程建模在内的定量研究方法,研究表明,应用程序设计、应用程序实用性和用户界面结构这三个结构是持续使用移动应用程序的意愿和对移动应用程序忠诚度的最强预测因素。
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引用次数: 0
Unsupervised Machine Learning to Identify Positive and Negative Themes in Jordanian mHealth Apps 无监督机器学习识别约旦移动健康应用程序中的积极和消极主题
Q3 Business, Management and Accounting Pub Date : 2022-01-01 DOI: 10.4018/ijesma.313950
M. Alhur, Shaher Alshamari, J. Oláh, Hanadi Aldreabi
User opinions are crucial in the development of mobile health (mHealth) applications (apps). This study aimed to investigate and qualitatively assess consumer attitudes toward mHealth apps and the main aspects of their design. The methodology was divided into four steps: (1) data collection, (2) preprocessing, (3) sentiment analysis by valence-aware dictionary and sentiment reasoner (VADER), and (4) thematic analysis by the latent Dirichlet allocation (LDA) algorithm. These steps were implemented in 836 reviews of eight mHealth apps on app stores in Jordan. The current study offers healthcare stakeholders insight into the positive and negative aspects of mHealth apps by identifying user-preferred features and recommending improvements. The findings indicate several aspects of design that mHealth app developers may use to improve overall efficacy, including user experience, client services, usability, and adherence.
用户意见在移动健康(mHealth)应用程序(app)的开发中至关重要。本研究旨在调查和定性评估消费者对移动健康应用程序及其设计的主要方面的态度。该方法分为四个步骤:(1)数据收集,(2)预处理,(3)使用价格感知字典和情感推理器(VADER)进行情感分析,(4)使用潜在狄利克雷分配(LDA)算法进行主题分析。这些步骤在约旦应用程序商店对8个移动健康应用程序的836条评论中实施。目前的研究通过确定用户喜欢的功能并提出改进建议,为医疗保健利益相关者提供了移动健康应用程序的积极和消极方面的见解。研究结果表明,移动健康应用程序开发人员可以使用设计的几个方面来提高整体疗效,包括用户体验、客户服务、可用性和依从性。
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引用次数: 0
A Study on Purchase Intention of Agricultural Produce on Shopee Live-Streaming in Malaysia 马来西亚Shopee直播农产品购买意愿研究
Q3 Business, Management and Accounting Pub Date : 2022-01-01 DOI: 10.4018/ijesma.315652
Wenhui Hong, Wong Chee Hoo
The purpose of this study is to look into the purchasing intentions of Shopee live-stream shoppers in Malaysia when it comes to agricultural produce. Despite the fact that purchase intention is well-known and well-studied using theory of reasoned action, there are still gaps in the literature. Furthermore, live streaming is a relatively new phenomenon that, despite its growing popularity, has received insufficient research. As a result, there are calls to better understand how it influences purchase intentions. This study tested five hypotheses to explain the relationship between live-stream sellers' attributes and viewers' purchase intention based on the theory of reasoned action, utilitarian gratification theory, and source credibility theory. The methodology used in this study is a quantitative-based correlation research design. Adapting previous literature, 390 samples were collected. The questionnaires were distributed to respondents via email using a convenient sampling method.
本研究的目的是研究马来西亚Shopee直播购物者在农产品方面的购买意愿。尽管理性行为理论对购买意愿的研究是众所周知的,但文献中仍然存在空白。此外,直播是一种相对较新的现象,尽管它越来越受欢迎,但研究却不足。因此,有人呼吁更好地了解它是如何影响购买意愿的。本研究基于理性行为理论、功利满足理论和信息源可信度理论,检验了五个假设来解释直播卖家属性与观众购买意愿之间的关系。本研究采用的方法是基于定量的相关研究设计。根据已有文献,收集了390个样本。问卷通过电子邮件的方式发放,采用方便的抽样方式。
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引用次数: 1
Social Media at the Workplace: An Empirical Analysis of the Effects on Employee Innovative Behavior and Job Performance 职场社交媒体对员工创新行为和工作绩效影响的实证分析
Q3 Business, Management and Accounting Pub Date : 2022-01-01 DOI: 10.4018/ijesma.300266
L. Turulja, Elma Delalic, N. Bajgorić
This paper draws on uses and gratification theory and aims to explore the role and impact of different types of social media use at the workplace on employee innovative behavior and individual job performance. Structural equation modeling was used in the estimation of the model linking social media use, employee innovative behavior, and job performance. The findings suggest that only the cognitive use of social media in the workplace has a positive impact on employee innovative behavior and indirectly on job performance. In contrast, social use has a significant negative effect on job performance.
本文借鉴使用与满足理论,旨在探讨不同类型的社交媒体在工作场所的使用对员工创新行为和个人工作绩效的作用和影响。利用结构方程模型对社交媒体使用、员工创新行为和工作绩效之间的关系模型进行了估计。研究结果表明,只有在工作场所对社交媒体的认知使用对员工的创新行为有积极影响,并间接对工作绩效产生影响。相反,社交使用对工作绩效有显著的负向影响。
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引用次数: 0
Selecting a Laboratory Information System for Biobanks in Low- and Middle-Income Countries 为中低收入国家的生物库选择实验室信息系统
Q3 Business, Management and Accounting Pub Date : 2021-09-01 DOI: 10.5772/intechopen.90948
Samuel Kyobe
Biobanks in low-and middle-income countries need significant infrastructural support to meet ISBER Best Practices to support population-based genomics research. ISBER recommends a Biobank information management system that can manage workflows from biospecimen receipt to distribution. The H3Africa Initiative was set out to develop regional African Biobanks where Uganda, Nigeria, and South Africa were successfully awarded grants to develop state-of-the-art Biobanks. In this chapter, we review the African experiences, processes, and recommendations for information management systems for use in the low-and middle-income country context. We provide a balanced basis on which institutions can deliberate their decision between an out-of-the-box service and a commercial enterprise.
低收入和中等收入国家的生物库需要大量的基础设施支持,以满足ISBER最佳实践,支持基于人群的基因组学研究。ISBER建议使用生物样本信息管理系统,该系统可以管理从生物样本接收到分发的工作流程。h3非洲倡议旨在发展非洲区域生物库,乌干达、尼日利亚和南非已成功获得赠款,用于发展最先进的生物库。在本章中,我们回顾了非洲在信息管理系统方面的经验、过程和建议,以供中低收入国家使用。我们提供了一个平衡的基础,在这个基础上,机构可以在开箱即用的服务和商业企业之间进行权衡。
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引用次数: 0
Introductory Chapter: Introduction to e-Services 介绍性章节:电子服务简介
Q3 Business, Management and Accounting Pub Date : 2021-09-01 DOI: 10.5772/intechopen.99605
Sam Goundar
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引用次数: 0
Prosumers 的潜在客户
Q3 Business, Management and Accounting Pub Date : 2019-07-01 DOI: 10.4018/ijesma.2019070104
Mina Fanea-Ivanovici
During the current digital (r)evolution, consumer and producer roles have started to converge, with consumers becoming value creators and, to a certain extent, producers. This phenomenon is particularly enhanced on online platforms and social networks, especially in creative-cultural industries. The goal of this research is to discuss the role of the prosumer in the film industry in the context of crowdfunded projects, with a focus on the Romanian experience. Through an empirical analysis of successful filmmaking crowdfunding projects, the backers' role in the film production process is investigated. The eight cases analysed within this research represent the quasi-totality of the successfully crowdfunded filmmaking projects via Romanian crowdfunding platforms. The research reveals that the active involvement of backers-consumers into the film production process represents one of the most valuable rewards offered in exchange for the highest financial contributions, with the majority of successful filmmaking projects including it in their reward strategy. According to the research findings, filmmakers understand that, on the one hand, fans can financially contribute more by being provided with such an opportunity, and that, on the other hand, prosumers can use their skills and expertise and translate them into creative input, execution, assessment, and testing of the project. The author posits that the opportunity to become producer in a film is an incentive to financially (and additionally non-financially) contribute to the project, thus increasing the odds of the project to be successful. Such conclusion can improve the reward scheme in crowdfunded filmmaking projects as well as their rate of success.
在当前的数字(r)演变中,消费者和生产者的角色开始融合,消费者成为价值创造者,并在一定程度上成为生产者。这种现象在网络平台和社交网络上尤为突出,尤其是在创意文化产业中。本研究的目的是讨论在众筹项目背景下电影行业中产消者的角色,并以罗马尼亚的经验为重点。通过对成功的电影众筹项目的实证分析,考察了资助者在电影制作过程中的作用。本研究分析的八个案例代表了罗马尼亚众筹平台上成功众筹电影制作项目的准总数。研究表明,在电影制作过程中,赞助者——消费者的积极参与代表了最高财务贡献所提供的最有价值的奖励之一,大多数成功的电影制作项目都将其纳入奖励策略。根据研究结果,电影制作人明白,一方面,粉丝可以通过提供这样的机会在经济上做出更多贡献,另一方面,生产消费者可以利用他们的技能和专业知识,并将其转化为项目的创意投入、执行、评估和测试。作者认为,成为电影制片人的机会是一种激励,促使他们在经济上(以及非经济上)为项目做出贡献,从而增加项目成功的几率。这样的结论可以完善众筹电影制作项目的奖励机制,提高众筹电影制作项目的成功率。
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引用次数: 3
e-Journalism and Media 电子新闻与媒体
Q3 Business, Management and Accounting Pub Date : 2019-01-01 DOI: 10.1007/978-3-030-01842-9_4
A. Ronchi
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引用次数: 0
e-Culture: On Culture in the Digital Age 电子文化:论数字时代的文化
Q3 Business, Management and Accounting Pub Date : 2019-01-01 DOI: 10.1007/978-3-030-01842-9_3
A. Ronchi
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引用次数: 1
期刊
International Journal of E-Services and Mobile Applications
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