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Mobile-media pragmatism: innovation excellences and encumbrances 移动媒体实用主义:创新的优点和障碍
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-10-02 DOI: 10.1080/13614568.2017.1416683
Chen-Ju Lin
ABSTRACT Establishing two pragmatic models of enhancing entertainment and job-performance, this study aims to elaborate on how people adopt and perceive innovation excellences and encumbrances of modern mobile-media services through reflecting on their intrinsic expectancy. A survey methodology was executed to examine the hypothesised variable relationships using the purposive sampling method. CHT’s Taipei think-tank head-office provided this study with a representative sampling frame and assisted to collect data from 725 focused subjects (with normative characteristics) who subscribed to HiNet or MOD, or predominantly used 4G telecommunication services. As a result of adopting the structural equation modelling test, the models of perceived innovation excellences and innovation encumbrances were affirmatively established to interpret the two applicative scenarios: entertainment and job-performance enhancement. Several valuable findings were generated. When a consumer targets entertainment technology pragmatism, he or she may stress the importance of innovative excellences, especially on product novelty. For the sake of pursuing job-performance enhancement, a customer was actively willing to invest his or her energy to meet and deal with the learning cost, customer unfamiliarity and complexity of telecom products and services. Importantly, the adopter’s previous experiences with telecom products in the IT domain could effectively moderate the effect of pursuing new telecom innovation, adopting the product, and then strengthening self-evaluation.
摘要本研究建立了提高娱乐性和工作绩效的两个实用模型,旨在通过反思人们的内在期望,阐述人们如何接受和感知现代移动媒体服务的创新优势和障碍。采用调查方法,采用目的性抽样方法检验假设的变量关系。CHT台北智囊团总部为这项研究提供了一个具有代表性的抽样框架,并协助收集了725名订阅HiNet或MOD或主要使用4G电信服务的受试者(具有规范性特征)的数据。采用结构方程模型检验的结果是,肯定地建立了感知创新优势和创新障碍的模型来解释娱乐和工作绩效提升这两个应用场景。产生了一些有价值的发现。当消费者以娱乐技术实用主义为目标时,他或她可能会强调创新卓越的重要性,尤其是在产品新颖性方面。为了追求工作绩效的提高,客户主动愿意投入精力来满足和处理学习成本、客户对电信产品和服务的不熟悉和复杂性。重要的是,采用者以前在IT领域使用电信产品的经验可以有效地调节追求新的电信创新、采用产品,然后加强自我评估的效果。
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引用次数: 0
Design and implementation of a non-linear symphonic soundtrack of a video game 一种电子游戏非线性交响配乐的设计与实现
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-10-02 DOI: 10.1080/13614568.2017.1416682
Adam J. Sporka, Jan Valta
ABSTRACT The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
摘要当代电子游戏中的音乐往往是互动的。音乐播放基于可用音乐素材片段之间的转换。这些转变是随着游戏的发展而发生的。这种模式被称为自适应音乐。我们面临的挑战是设计、创作和实施即将推出的电子游戏《王国降临:拯救》的配乐。我们的原声音乐是交响乐配器的作品集。根据我们的设计决定,我们的意图是以一种尊重管弦乐电影配乐本质的方式来实现自适应音乐。我们创建了自己的自适应音乐中间件,称为序列音乐引擎,实现了高级音乐逻辑和低级播放基础设施。我们的系统可以处理数小时的视频游戏音乐,有助于在整个视频游戏中保持音乐的相关性,并最大限度地减少单个片段的重复性。
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引用次数: 1
A study of concept-based similarity approaches for recommending program examples 基于概念的程序示例推荐相似度方法研究
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-07-03 DOI: 10.1080/13614568.2017.1356878
R. Hosseini, Peter Brusilovsky
ABSTRACT This paper investigates a range of concept-based example recommendation approaches that we developed to provide example-based problem-solving support in the domain of programming. The goal of these approaches is to offer students a set of most relevant remedial examples when they have trouble solving a code comprehension problem where students examine a program code to determine its output or the final value of a variable. In this paper, we use the ideas of semantic-level similarity-based linking developed in the area of intelligent hypertext to generate examples for the given problem. To determine the best-performing approach, we explored two groups of similarity approaches for selecting examples: non-structural approaches focusing on examples that are similar to the problem in terms of concept coverage and structural approaches focusing on examples that are similar to the problem by the structure of the content. We also explored the value of personalized example recommendation based on student's knowledge levels and learning goal of the exercise. The paper presents concept-based similarity approaches that we developed, explains the data collection studies and reports the result of comparative analysis. The results of our analysis showed better ranking performance of the personalized structural variant of cosine similarity approach.
摘要本文研究了一系列基于概念的示例推荐方法,这些方法是我们为在编程领域提供基于示例的问题解决支持而开发的。这些方法的目标是,当学生在解决代码理解问题时,为他们提供一组最相关的补救示例。在代码理解问题中,学生检查程序代码以确定其输出或变量的最终值。在本文中,我们使用智能超文本领域中发展起来的基于语义级相似性的链接思想来生成给定问题的示例。为了确定性能最佳的方法,我们探索了两组用于选择示例的相似性方法:非结构方法侧重于在概念覆盖方面与问题相似的示例,而结构方法则侧重于在内容结构方面与问题类似的示例。我们还根据学生的知识水平和练习的学习目标探讨了个性化示例推荐的价值。本文介绍了我们开发的基于概念的相似性方法,解释了数据收集研究,并报告了比较分析的结果。我们的分析结果表明,余弦相似性方法的个性化结构变体具有更好的排序性能。
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引用次数: 16
Location and orientation of panel on the screen as a structural visual element to highlight text displayed 面板在屏幕上的位置和方向,作为一个结构视觉元素来突出显示文本
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-07-03 DOI: 10.1080/13614568.2017.1399468
Laure Léger, A. Chevalier
ABSTRACT Searching for information on the internet has become a daily activity. It is considered to be a complex cognitive activity that involves visual attention. Many studies have demonstrated that users’ information search are affected both by the spatial configuration of words and the elements displayed on the screen: elements that are used to structure web pages. One of these elements, the web panel, contains information. Web panel is a rectangular area with a colored background that was used to highlighting content presented in this specific rectangular area. Our general hypothesis was that the presence of a panel on a web page would affect the structure of a word display, as a result, information search accuracy. We carried out an experiment in which we manipulated the presence vs. the absence of a panel, as well as its orientation on the screen (vertical vs. horizontal). Twenty participants were asked to answer questions while their eye movements were recorded. Results showed that the presence of a panel resulted in reduced accuracy and shorter response times. Panel orientation affected scanpaths, especially when they were orientated vertically. We discuss these findings and suggest ways in which this research could be developed further in future.
摘要在互联网上搜索信息已成为一项日常活动。它被认为是一种涉及视觉注意的复杂认知活动。许多研究表明,用户的信息搜索既受单词的空间配置的影响,也受屏幕上显示的元素的影响:这些元素用于构建网页。其中一个元素,即web面板,包含信息。Web面板是一个带有彩色背景的矩形区域,用于突出显示此特定矩形区域中显示的内容。我们的一般假设是,网页上的面板会影响单词显示的结构,从而影响信息搜索的准确性。我们进行了一个实验,在这个实验中,我们操纵了面板的存在与否,以及它在屏幕上的方向(垂直与水平)。20名参与者被要求回答问题,同时记录他们的眼球运动。结果表明,面板的存在导致准确性降低和响应时间缩短。面板方向会影响扫描路径,尤其是在垂直方向时。我们讨论了这些发现,并提出了未来进一步发展这项研究的方法。
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引用次数: 4
Finding the top influential bloggers based on productivity and popularity features 根据生产力和人气特征寻找最具影响力的博客作者
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-07-03 DOI: 10.1080/13614568.2016.1236151
H. Khan, Ali Daud
ABSTRACT A blog acts as a platform of virtual communication to share comments or views about products, events and social issues. Like other social web activities, blogging actions spread to a large number of people. Users influence others in many ways, such as buying a product, having a particular political or social opinion or initiating new activity. Finding the top influential bloggers is an active research domain as it helps us in various fields, such as online marketing, e-commerce, product search and e-advertisements. There exist various models to find the influential bloggers, but they consider limited features using non-modular approach. This paper proposes a new model, Popularity and Productivity Model (PPM), based on a modular approach to find the top influential bloggers. It consists of popularity and productivity modules which exploit various features. We discuss the role of each proposed and existing features and evaluate the proposed model against the standard baseline models using datasets from the real-world blogs. The analysis using standard performance evaluation measures verifies that both productivity and popularity modules play a vital role to find influential bloggers in blogging community in an effective manner.
摘要博客是一个虚拟交流平台,可以分享对产品、事件和社会问题的评论或看法。与其他社交网络活动一样,博客活动传播给了大量的人。用户以多种方式影响他人,例如购买产品、拥有特定的政治或社会观点或发起新活动。寻找最有影响力的博客作者是一个活跃的研究领域,因为它在各个领域都对我们有帮助,比如在线营销、电子商务、产品搜索和电子广告。有各种各样的模型来寻找有影响力的博客作者,但他们使用非模块化的方法来考虑有限的功能。本文提出了一个新的模型,流行度和生产力模型(PPM),基于模块化的方法来寻找最有影响力的博客作者。它由流行度和生产力模块组成,这些模块利用了各种功能。我们讨论了每个提出的和现有的特征的作用,并使用来自真实世界博客的数据集,对照标准基线模型评估了提出的模型。使用标准绩效评估指标进行的分析验证了生产力和人气模块在以有效的方式在博客社区中寻找有影响力的博客作者方面发挥着至关重要的作用。
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引用次数: 12
Automated software system for checking the structure and format of ACM SIG documents 用于检查ACM SIG文档结构和格式的自动化软件系统
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-04-03 DOI: 10.1080/13614568.2016.1209247
A. Mirza, M. Şah
ABSTRACT Microsoft (MS) Office Word is one of the most commonly used software tools for creating documents. MS Word 2007 and above uses XML to represent the structure of MS Word documents. Metadata about the documents are automatically created using Office Open XML (OOXML) syntax. We develop a new framework, which is called ADFCS (Automated Document Format Checking System) that takes the advantage of the OOXML metadata, in order to extract semantic information from MS Office Word documents. In particular, we develop a new ontology for Association for Computing Machinery (ACM) Special Interested Group (SIG) documents for representing the structure and format of these documents by using OWL (Web Ontology Language). Then, the metadata is extracted automatically in RDF (Resource Description Framework) according to this ontology using the developed software. Finally, we generate extensive rules in order to infer whether the documents are formatted according to ACM SIG standards. This paper, introduces ACM SIG ontology, metadata extraction process, inference engine, ADFCS online user interface, system evaluation and user study evaluations.
摘要Microsoft Office Word是最常用的文档创建软件工具之一。MSWord2007及以上版本使用XML来表示MSWord文档的结构。有关文档的元数据是使用Office Open XML(OOXML)语法自动创建的。我们开发了一个新的框架,称为ADFCS(自动文档格式检查系统),它利用OOXML元数据的优势,从MS Office Word文档中提取语义信息。特别是,我们为计算机器协会(ACM)特殊兴趣小组(SIG)文档开发了一个新的本体,通过使用OWL(Web本体语言)来表示这些文档的结构和格式。然后,利用开发的软件,根据该本体,在RDF(资源描述框架)中自动提取元数据。最后,我们生成了广泛的规则,以推断文档是否根据ACM SIG标准进行了格式化。本文介绍了ACM-SIG本体、元数据提取过程、推理引擎、ADFCS在线用户界面、系统评价和用户学习评价。
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引用次数: 3
Linking information and people in a social system for academic conferences 在学术会议的社会系统中连接信息和人
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-04-03 DOI: 10.1080/13614568.2016.1179796
Peter Brusilovsky, J. Oh, Claudia A. López, Denis Parra, Wei Jeng
ABSTRACT This paper investigates the feasibility of maintaining a social information system to support attendees at an academic conference. The main challenge of this work was to create an infrastructure where users’ social activities, such as bookmarking, tagging, and social linking could be used to enhance user navigation and maximize the users’ ability to locate two important types of information in conference settings: presentations to attend and attendees to meet. We developed Conference Navigator 3, a social conference support system that integrates a conference schedule planner with a social linking service. We examined its potential and functions in the context of a medium-scale academic conference. In this paper, we present the design of the system’s socially enabled features and report the results of a conference-based study. Our study demonstrates the feasibility of social information systems for supporting academic conferences. Despite the low number of potential users and the short timeframe in which conferences took place, the usage of the system was high enough to provide sufficient data for social mechanisms. The study shows that most critical social features were highly appreciated and used, and provides direction for further research.
摘要本文研究了维护一个社会信息系统以支持学术会议与会者的可行性。这项工作的主要挑战是创建一个基础设施,在这个基础设施中,用户的社交活动,如书签、标记和社交链接,可以用来增强用户导航,并最大限度地提高用户在会议环境中定位两种重要信息类型的能力:要参加的演示和要会见的与会者。我们开发了Conference Navigator 3,这是一个社交会议支持系统,它集成了会议日程规划器和社交链接服务。我们在一次中等规模的学术会议上研究了它的潜力和功能。在本文中,我们介绍了该系统的社交功能的设计,并报告了基于会议的研究结果。我们的研究证明了社会信息系统支持学术会议的可行性。尽管潜在用户数量少,会议召开时间短,但该系统的使用率很高,足以为社会机制提供足够的数据。研究表明,大多数关键的社会特征都得到了高度重视和使用,并为进一步的研究提供了方向。
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引用次数: 38
A novel framework to alleviate the sparsity problem in context-aware recommender systems 一种缓解上下文感知推荐系统稀疏性问题的新框架
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-04-03 DOI: 10.1080/13614568.2016.1152319
Penghua Yu, Lanfen Lin, Jing Wang
ABSTRACT Recommender systems have become indispensable for services in the era of big data. To improve accuracy and satisfaction, context-aware recommender systems (CARSs) attempt to incorporate contextual information into recommendations. Typically, valid and influential contexts are determined in advance by domain experts or feature selection approaches. Most studies have focused on utilizing the unitary context due to the differences between various contexts. Meanwhile, multi-dimensional contexts will aggravate the sparsity problem, which means that the user preference matrix would become extremely sparse. Consequently, there are not enough or even no preferences in most multi-dimensional conditions. In this paper, we propose a novel framework to alleviate the sparsity issue for CARSs, especially when multi-dimensional contextual variables are adopted. Motivated by the intuition that the overall preferences tend to show similarities among specific groups of users and conditions, we first explore to construct one contextual profile for each contextual condition. In order to further identify those user and context subgroups automatically and simultaneously, we apply a co-clustering algorithm. Furthermore, we expand user preferences in a given contextual condition with the identified user and context clusters. Finally, we perform recommendations based on expanded preferences. Extensive experiments demonstrate the effectiveness of the proposed framework.
在大数据时代,推荐系统已经成为服务中不可或缺的一部分。为了提高准确性和满意度,上下文感知推荐系统(cars)试图将上下文信息整合到推荐中。通常,有效和有影响的上下文是由领域专家或特征选择方法预先确定的。由于不同语境之间存在差异,大多数研究都侧重于对单一语境的利用。同时,多维上下文会加剧稀疏性问题,这意味着用户偏好矩阵会变得非常稀疏。因此,在大多数多维条件下,没有足够的偏好,甚至没有偏好。在本文中,我们提出了一种新的框架来缓解cas的稀疏性问题,特别是当采用多维上下文变量时。直觉认为,总体偏好倾向于在特定用户组和条件之间显示相似性,我们首先探索为每个上下文条件构建一个上下文配置文件。为了进一步自动同时识别这些用户和上下文子组,我们采用了一种协同聚类算法。此外,我们利用已识别的用户和上下文集群扩展给定上下文条件下的用户偏好。最后,我们根据扩展的首选项执行推荐。大量的实验证明了该框架的有效性。
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引用次数: 9
Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study 利用Scratch4SL和Second Life来激励高中生参与编程入门课程:来自案例研究的结果
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-01-02 DOI: 10.1080/13614568.2016.1152314
Nikolaos Pellas, Efstratios Peroutseas
ABSTRACT Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students’ participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students’ social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.
中等教育的学生努力理解基本的编程概念。关于编程的好处大家都知道,但很少有公开的证据表明,高中生如何能够按照创新的教学格式正确地学习基本的编程概念,从而获得/提高他们的计算思维技能。这种区别导致了他们对计算机科学课程缺乏动力和兴趣。本案例研究展示了28名(n = 28)高中生的观点,他们自愿参与了《第二人生》中创建的类似3d游戏的环境。该环境与Scratch4SL的2D编程环境相结合,以混合教学格式实现编程概念(即序列和并发编程命令)。本文还提出了一个基于建构主义理论的教学框架,以帮助学生在协作式实践学习活动中更好地协调或管理学习材料。通过混合方法研究,在完成几个学习任务之前和之后,测量学生对焦点小组的参与情况(定性数据)和基于经验的动机情况(定量数据)。研究结果表明,建构主义教学设计框架对培养或增强学生的社会、认知、高阶和计算思维能力具有重要意义。本文还讨论了教育意义和对未来研究的建议。
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引用次数: 13
Subjective video quality evaluation of different content types under different impairments 不同内容类型在不同损伤下的主观视频质量评价
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2017-01-02 DOI: 10.1080/13614568.2016.1152310
Laura Pozueco, Alberto Álvarez, X. G. Pañeda, Roberto García, David Melendi, Gabriel Díaz
ABSTRACT Nowadays, access to multimedia content is one of the most demanded services on the Internet. However, the transmission of audio and video over these networks is not free of problems that negatively affect user experience. Factors such as low image quality, cuts during playback or losses of audio or video, among others, can occur and there is no clear idea about the level of distortion introduced in the perceived quality. For that reason, different impairments should be evaluated based on user opinions, with the aim of analyzing the impact in the perceived quality. In this work, we carried out a subjective evaluation of different types of impairments with different types of contents, including news, cartoons, sports and action movies. A total of 100 individuals, between the ages of 20 and 68, participated in the subjective study. Results show that short-term rebuffering events negatively affect the quality of experience and that desynchronization between audio and video is the least annoying impairment. Moreover, we found that the content type determines the subjective results according to the impairment present during the playback.
摘要如今,访问多媒体内容是互联网上需求量最大的服务之一。然而,通过这些网络传输音频和视频并非没有对用户体验产生负面影响的问题。可能会出现诸如低图像质量、播放期间的剪切或音频或视频的丢失等因素,并且对于在感知质量中引入的失真水平没有明确的概念。因此,应根据用户意见评估不同的损伤,目的是分析感知质量的影响。在这项工作中,我们对不同类型的损伤和不同类型的内容进行了主观评估,包括新闻、动画片、体育和动作片。共有100名年龄在20岁至68岁之间的人参与了这项主观研究。结果表明,短期的再缓冲事件会对体验质量产生负面影响,音频和视频之间的去同步是最不令人讨厌的损害。此外,我们发现,内容类型根据播放过程中出现的损伤来决定主观结果。
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引用次数: 6
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