1,814 research outputs found

    Information Filtering and Automatic Keyword Identification by Artificial Neural Networks

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    Information filtering (IF) systems usually filter data items by correlating a vector of terms (keywords) that represent the user profile with similar vectors of terms that represent the data items (e.g. documents). The terms that represent the data items can be determined by (human) experts (e.g. authors of documents) or by automatic indexing methods. In this study we employ an artificial neural-network (ANN) as an alternative method for both filtering and term selection, and compare its effectiveness to “traditional” methods. In an earlier study we developed and examined the performance of an IF system that employed content-based and stereotypic rule-based filtering methods, in the domain of e-mail messages. In this study we train a large-scale ANN-based filter which uses meaningful terms in the same database of email messages as input, and use it to predict the relevancy of those messages. Results of the study reveal that the ANN prediction of relevancy is very good, compared to the prediction of the IF system: correlation between the ANN prediction and the users’ evaluation of message relevancy ranges between 0.76- 0.99, compared to correlation in the range of 0.41-0.77 for the IF system. Moreover, we found very low correlation between the terms in the user profile (which were selected by the users) and the positive causal-index terms of the ANN (which indicate the important terms that appear in the messages). This indicates that the users under-estimate the importance of some terms, failing to include them in their profiles. This may explain the rather low prediction accuracy of the IF system that is based on user-generated profiles

    Supporting decision making process with "Ideal" software agents: what do business executives want?

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    According to Simon’s (1977) decision making theory, intelligence is the first and most important phase in the decision making process. With the escalation of information resources available to business executives, it is becoming imperative to explore the potential and challenges of using agent-based systems to support the intelligence phase of decision-making. This research examines UK executives’ perceptions of using agent-based support systems and the criteria for design and development of their “ideal” intelligent software agents. The study adopted an inductive approach using focus groups to generate a preliminary set of design criteria of “ideal” agents. It then followed a deductive approach using semi-structured interviews to validate and enhance the criteria. This qualitative research has generated unique insights into executives’ perceptions of the design and use of agent-based support systems. The systematic content analysis of qualitative data led to the proposal and validation of design criteria at three levels. The findings revealed the most desirable criteria for agent based support systems from the end users’ point view. The design criteria can be used not only to guide intelligent agent system design but also system evaluation

    Causal Factors for Web Site Complexity

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    The World Wide Web has become the medium of choice for the distribution and use of information by individuals, teams, organizations, and communities. Web sites—the collection of web pages that make up the World Wide Web—are the fundamental means by which that information is retrieved and distributed. Understanding the factors that impact the complexity of a web site is a key step toward effective retrieval and distribution of information and its ultimate use in collaborative activity.This paper proposes three major dimensions of factors that impact the complexity of a web site: (1) cognition, (2) content, and (3) form. These three dimensions and their associated factors comprise how individuals perceive a web site, the content that is located at the site, and the manner in which the web site is constructed. A model and associated propositions are presented, and implications of this approach for research and practice are discussed. This multi-dimensional view of web site complexity provides a richer approach to understanding how complexity might be examined and, ultimately, reduced. This paper relates to collaborative work through individuals and their interaction with a web site. This interaction is, in fact, a communication between the individual using a web site and an individual, group, or organization responsible for the design of the web site. Additionally, the individual perspective is a necessary starting point for collaborative use between and among people

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)

    School internet use: case studies in the sociology of risk

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    This research uses observation, interviews and content analysis to examine the perceived and actual risks arising from Internet use in eight educational establishments. The majority of staff interviewed expressed concern about online pornography and the dangers of web based chat rooms. Additionally staff were anxious about the risks posed by hate engendering sites, websites encouraging experimentation, copyright infringement and threats to network security. In considering these school Internet risk narratives I make a distinction between concern that the student is "at risk" and that they are "dangerous”, posing a threat to the institution. I point out that in the primary schools staff talked about students solely as being "at risk", whereas in secondary schools this concern was tempered with the view that students misusing the school Internet also posed a danger to the institution. In the post-16 college Internet risks were almost solely expressed in terms of the "dangerous student". While only a sparse student risk narrative existed, with a few students anxious about on-line pornography, chat-lines and security there was non-verbal evidence indicating that students were worried about being punished for misusing the Internet. In assessing the "student- at-risk", I argue that exposure to pornography via the school Internet was not likely to pose an actual risk, while undesirable others in chat rooms, hateful websites and sites encouraging experimentation all posed actual, though statistically remote, risks. Considering the Internet activities of the "dangerous student", I found little evidence to suggest that the issues of school image, staff authority and copyright should be a source of great concern, although I note that school network security was an actual risk which deserves more attention. Finally, I consider institutional attempts to control Internet use and alleviate some of these perceived and actual risks through the use of rhetoric, exclusion and surveillance

    Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World

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    This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories. The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants. The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology—or, the tools to use it, create with it, and critique it. The third chapter presents the result of a play study conducted to measure participants\u27 transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts. The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool. The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies

    Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World

    Get PDF
    This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories. The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants. The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology—or, the tools to use it, create with it, and critique it. The third chapter presents the result of a play study conducted to measure participants\u27 transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts. The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool. The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies

    Revitalising executive information systems for supporting executive intelligence activities

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    A thesis submitted for the degree of Doctor of Philosophy of the Univeristy of BedfordshireWith the increasing amount, complexity and dynamism of operational and strategic information in electronic and distributed environment, executives are seeking assistance for continuous, self-reactive and self-adaptive activities or approaches of acquiring, synthesising and interpreting information for intelligence with a view to determining the course of action - executive intelligence activities. Executives Information Systems (EIS) were originally emerged as a computer-based tool to help senior executives to manage the search and process of information. EIS was popularised in 1990's but EIS study have not advanced to a great extent in either research or practice since its prevalence in the mid and late 1990's. Conventional EIS studies have established some views and guidelines for EIS design and development, but the guidelines underpinned by preceding research have failed to develop robust yet rational EIS for handling the current executive's information environment. The most common deficiency of traditional EIS is the static and inflexible function with predetermined information needs and processes designed for static performance monitoring and control. The current emergence of the intelligent software agent, as a concept and a technology, with applications, provides prospects and advanced solutions for supporting executive's information processing activities in a more integrated and distributed environment of the Internet. Although software agents offer the prospective to support information processing activities intelligently, executive's desires and perception of agent-based support must be elucidated in order to develop a system that is considered valuable for executives. This research attempts to identify executive criteria of an agent-based EIS for supporting executive intelligence activities. Firstly, four focus groups were conducted to explore and reveal the current state of executive's information environment and information processing behaviour in the light of Internet era, from which to examine the validity of the conventional views of EIS purpose, functions and design guidelines. Initial executive criteria for agent-based EIS design were also identified in the focus group study. Secondly, 25 senior managers were interviewed for deeper insights on value-added attributes and processes of executive criteria for building agent-based EIS. The findings suggest a "usability-adaptability-intelligence" trichotomy of agent-based EIS design model that comprises executive criteria of value-added attributes and processes for building a usable, adaptable and intelligent EIS
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