3,861 research outputs found

    Searching, navigating, and recommending movies through emotions: A scoping review

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    Movies offer viewers a broad range of emotional experiences, providing entertainment, and meaning. Following the PRISMA-ScR guidelines, we reviewed the literature on digital systems designed to help users search and browse movie libraries and offer recommendations based on emotional content. Our search yielded 83 eligible documents (published between 2000 and 2021). We identified 22 case studies, 34 empirical studies, 26 proof of concept, and one theoretical paper. User transactions (e.g., ratings, tags) were the preferred source of information. The documents examined approached emotions from both categorical (n=35) and dimensional (n=18) perspectives, and nine documents offer a combination of both approaches. Although there are several authors mentioned, the references used are frequently dated, and 12 documents do not mention the author or the model used. We identified 61 words related to emotion or affect. Documents presented on average 1.36 positive terms and 2.64 negative terms. Sentiment analysis () is frequently used for emotion identification, followed by subjective evaluations (n= 15), movie low-level audio and visual features (n = 11), and face recognition technologies (n = 8). We discuss limitations and offer a brief review of current emotion models and research.info:eu-repo/semantics/publishedVersio

    Recommendation, collaboration and social search

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    This chapter considers the social component of interactive information retrieval: what is the role of other people in searching and browsing? For simplicity we begin by considering situations without computers. After all, you can interactively retrieve information without a computer; you just have to interact with someone or something else. Such an analysis can then help us think about the new forms of collaborative interactions that extend our conceptions of information search, made possible by the growth of networked ubiquitous computing technology. Information searching and browsing have often been conceptualized as a solitary activity, however they always have a social component. We may talk about 'the' searcher or 'the' user of a database or information resource. Our focus may be on individual uses and our research may look at individual users. Our experiments may be designed to observe the behaviors of individual subjects. Our models and theories derived from our empirical analyses may focus substantially or exclusively on an individual's evolving goals, thoughts, beliefs, emotions and actions. Nevertheless there are always social aspects of information seeking and use present, both implicitly and explicitly. We start by summarizing some of the history of information access with an emphasis on social and collaborative interactions. Then we look at the nature of recommendations, social search and interfaces to support collaboration between information seekers. Following this we consider how the design of interactive information systems is influenced by their social elements

    What movie will I watch today? The role of online review ratings, reviewers’ comments, and user’s gratification style

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    Browsing online ratings and viewers’ comments is an integral part of the experience of choosing and watching a movie. Current theories have broadened the concept of entertainment beyond amusement (hedonic motives) to include experiences of meaning, value, and self-development (eudaimonic motives). With a between-subjects design, we examined the role of the reviewer’s rating (medium rating vs high rating), comments (hedonic vs. eudaimonic), and participant’s gratification style on their interest in watching a movie. Results showed that participants (N = 383) reported a higher preference for the high rating movie. Results also revealed a match between comment type and individual gratification style, with participants with hedonic motives reporting more interest in the movie with hedonic comments, and those reporting eudaimonic motives for the movie with eudaimonic comments.info:eu-repo/semantics/acceptedVersio

    The impact of online reviews on consumers' purchasing decisions : evidence from an eye-tracking study

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    This study investigated the impact of online product reviews on consumers purchasing decisions by using eye-tracking. The research methodology involved (i) development of a conceptual framework of online product review and purchasing intention through the moderation role of gender and visual attention in comments, and (ii) empirical investigation into the region of interest (ROI) analysis of consumers fixation during the purchase decision process and behavioral analysis. The results showed that consumers' attention to negative comments was significantly greater than that to positive comments, especially for female consumers. Furthermore, the study identified a significant correlation between the visual browsing behavior of consumers and their purchase intention. It also found that consumers were not able to identify false comments. The current study provides a deep understanding of the underlying mechanism of how online reviews influence shopping behavior, reveals the effect of gender on this effect for the first time and explains it from the perspective of attentional bias, which is essential for the theory of online consumer behavior. Specifically, the different effects of consumers' attention to negative comments seem to be moderated through gender with female consumers' attention to negative comments being significantly greater than to positive ones. These findings suggest that practitioners need to pay particular attention to negative comments and resolve them promptly through the customization of product/service information, taking into consideration consumer characteristics, including gender

    Toward a conceptualization of the online shopping experience

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    International audienceThis research article explores the content of consumers 's experience when they shop online and proposes a first step in conceptualizing the 'online shopping experience ' (OSE). First, we carried out an extended literature review and proposed an integrative conceptual framework. Then, we relied on a consumers discourse analysis with four focus groups with consumers who differ in terms of age, gender and online shopping experience. We define the OSE and propose a conceptualization through four core dimensions: the physical, ideological, pragmatic and social dimensions. Connections are established between the flow concept and the 'traditional' dimensions of experience, and specific shopping values are identified. Moreover, an appropriation process of commercial websites is revealed; beyond purchase intentions and rituals, the OSE is embodied by the use of online tools and patronage routines. Finally, social interactions with Facebook friends are one of the new practices considered

    Amplifying the Music Listening Experience through Song Comments on Music Streaming Platforms

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    Music streaming services are increasingly popular among younger generations who seek social experiences through personal expression and sharing of subjective feelings in comments. However, such emotional aspects are often ignored by current platforms, which affects the listeners' ability to find music that triggers specific personal feelings. To address this gap, this study proposes a novel approach that leverages deep learning methods to capture contextual keywords, sentiments, and induced mechanisms from song comments. The study augments a current music app with two features, including the presentation of tags that best represent song comments and a novel map metaphor that reorganizes song comments based on chronological order, content, and sentiment. The effectiveness of the proposed approach is validated through a usage scenario and a user study that demonstrate its capability to improve the user experience of exploring songs and browsing comments of interest. This study contributes to the advancement of music streaming services by providing a more personalized and emotionally rich music experience for younger generations.Comment: In the Proceedings of ChinaVis 202

    Understanding, Analyzing and Predicting Online User Behavior

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    abstract: Due to the growing popularity of the Internet and smart mobile devices, massive data has been produced every day, particularly, more and more users’ online behavior and activities have been digitalized. Making a better usage of the massive data and a better understanding of the user behavior become at the very heart of industrial firms as well as the academia. However, due to the large size and unstructured format of user behavioral data, as well as the heterogeneous nature of individuals, it leveled up the difficulty to identify the SPECIFIC behavior that researchers are looking at, HOW to distinguish, and WHAT is resulting from the behavior. The difference in user behavior comes from different causes; in my dissertation, I am studying three circumstances of behavior that potentially bring in turbulent or detrimental effects, from precursory culture to preparatory strategy and delusory fraudulence. Meanwhile, I have access to the versatile toolkit of analysis: econometrics, quasi-experiment, together with machine learning techniques such as text mining, sentiment analysis, and predictive analytics etc. This study creatively leverages the power of the combined methodologies, and apply it beyond individual level data and network data. This dissertation makes a first step to discover user behavior in the newly boosting contexts. My study conceptualize theoretically and test empirically the effect of cultural values on rating and I find that an individualist cultural background are more likely to lead to deviation and more expression in review behaviors. I also find evidence of strategic behavior that users tend to leverage the reporting to increase the likelihood to maximize the benefits. Moreover, it proposes the features that moderate the preparation behavior. Finally, it introduces a unified and scalable framework for delusory behavior detection that meets the current needs to fully utilize multiple data sources.Dissertation/ThesisDoctoral Dissertation Business Administration 201

    Social shopping for fashion

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    In spite of the significance of social shopping in the context of fashion consumption, its definitions, boundaries, and explanations have not yet been systematically established in literature. The purpose of Study 1 was to develop a reliable and valid scale of social shopping for fashion. With the scale, Study 2 aimed to develop and test a structural model of social shopping process. In Study 1, a three-step procedure for scale development was followed: item generation, scale purification, and scale validation. As a result, a five-dimensional scale, along with sixteen behavioral items, was developed representing distinctive dimension of social shopping for fashion. The result suggests that social shopping for fashion involves dynamic and complex direct/indirect interpersonal exchanges and activities. Study 1 adds significant value to the literature in three ways. First, the scale is the first attempt to synthesize dispersed concepts of social shopping. Second, by providing a reliable and valid measure of social shopping for fashion, the results advance the area of research. Third, the scale is useful for a wide range of marketing and retailing applications. In Study 2, an online survey was conducted with a random sample consisting of a total of 5,280 undergraduates aged 18 to 29 years old enrolled at a large southeastern university. A total of 858 responses were analyzed using structural equation modeling. A structural model including motivational forces and consequences of social shopping behavior was developed and tested. The results indicated that social comparison orientations were generally found to be motivators of social shopping for fashion, and social shopping contributed to shopping satisfaction. The results, however, suggest that each dimension is driven by different dimensions of social comparison orientation and generates different types of satisfaction. This study increases the understanding of social shopping by simultaneously examining a causal model depicting comprehensive motivational forces and consequences of social shopping behavior. The results contribute to building a rigor of social comparison theory and consumer satisfaction theory in the context of fashion consumption. The results also provide industry professionals with strategic cues for creation of shopping environments wherein consumers’ social needs are better served and satisfied

    Multimedia interaction and access based on emotions:automating video elicited emotions recognition and visualization

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    Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2013Films are an excellent form of art that exploit our affective, perceptual and intellectual abilities. Technological developments and the trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. Alongside, physiological measures are making it possible to study additional ways to identify and use emotions in human-machine interactions, multimedia retrieval and information visualization. The work described in this thesis has two main objectives: to develop an Emotions Recognition and Classification mechanism for video induced emotions; and to enable Emotional Movie Access and Exploration. Regarding the first objective, we explore recognition and classification mechanisms, in order to allow video classification based on emotions, and to identify each user’s emotional states providing different access mechanisms. We aim to provide video classification and indexing based on emotions, felt by the users while watching movies. In what concerns the second objective, we focus on emotional movie access and exploration mechanisms to find ways to access and visualize videos based on their emotional properties and users’ emotions and profiles. In this context, we designed a set of methods to access and watch the movies, both at the level of the whole movie collection, and at the individual movies level. The automatic recognition mechanism developed in this work allows for the detection of physiologic patterns, indeed providing valid individual information about users emotion while they were watching a specific movie; in addition, the user interface representations and exploration mechanisms proposed and evaluated in this thesis, show that more perceptive, satisfactory and useful visual representations influenced positively the exploration of emotional information in movies.Fundação para a Ciência e a Tecnologia (FCT, PROTEC SFRH/BD/49475/2009, LASIGE Multiannual Funding e VIRUS projecto (PTDC/EIAEIA/101012/2008
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