30,159 research outputs found
What attracts vehicle consumers’ buying:A Saaty scale-based VIKOR (SSC-VIKOR) approach from after-sales textual perspective?
Purpose:
The increasingly booming e-commerce development has stimulated vehicle consumers to express individual reviews through online forum. The purpose of this paper is to probe into the vehicle consumer consumption behavior and make recommendations for potential consumers from textual comments viewpoint.
Design/methodology/approach:
A big data analytic-based approach is designed to discover vehicle consumer consumption behavior from online perspective. To reduce subjectivity of expert-based approaches, a parallel Naïve Bayes approach is designed to analyze the sentiment analysis, and the Saaty scale-based (SSC) scoring rule is employed to obtain specific sentimental value of attribute class, contributing to the multi-grade sentiment classification. To achieve the intelligent recommendation for potential vehicle customers, a novel SSC-VIKOR approach is developed to prioritize vehicle brand candidates from a big data analytical viewpoint.
Findings:
The big data analytics argue that “cost-effectiveness” characteristic is the most important factor that vehicle consumers care, and the data mining results enable automakers to better understand consumer consumption behavior.
Research limitations/implications:
The case study illustrates the effectiveness of the integrated method, contributing to much more precise operations management on marketing strategy, quality improvement and intelligent recommendation.
Originality/value:
Researches of consumer consumption behavior are usually based on survey-based methods, and mostly previous studies about comments analysis focus on binary analysis. The hybrid SSC-VIKOR approach is developed to fill the gap from the big data perspective
Report on the Information Retrieval Festival (IRFest2017)
The Information Retrieval Festival took place in April 2017 in Glasgow. The focus of the workshop was to bring together IR researchers from the various Scottish universities and beyond in order to facilitate more awareness, increased interaction and reflection on the status of the field and its future. The program included an industry session, research talks, demos and posters as well as two keynotes. The first keynote was delivered by Prof. Jaana Kekalenien, who provided a historical, critical reflection of realism in Interactive Information Retrieval Experimentation, while the second keynote was delivered by Prof. Maarten de Rijke, who argued for more Artificial Intelligence usage in IR solutions and deployments. The workshop was followed by a "Tour de Scotland" where delegates were taken from Glasgow to Aberdeen for the European Conference in Information Retrieval (ECIR 2017
Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames
The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings
The experience of enchantment in human-computer interaction
Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p
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e-Governance: Supporting pragmatic direct deliberative action through online communities of interest
Authors often report on the limited success of e-Government initiatives in developing nations. Top down, national strategies are developed to target improved government services, but maintain hierarchical, citizen-state conceptions of governance through representative democracy. An alternative conception, direct deliberative democracy, frames the potential role of the internet in governance differently. Web based platforms might support locally animated deliberations, which target pragmatic outcomes, while the resulting social networks afford collective learning through connections across traditional boundaries. This paper presents an investigation of direct deliberative governance as it occurs in online 'communities of interest', and is based on research with such a community in southern Africa. We investigate contributions to the online governance process and develop an action typology distinguishing between degrees of 'agency freedom'. Network analytic techniques are then used to understand how acts of varying degree are expressed in terms of the structure of a social network. The aim, more broadly, is to understand how the environment shapes acts of direct deliberative governance, and, in turn, how the acts shape the evolution and effectiveness of the community. The preliminary results suggest design considerations for online governance communities, and highlight their role to not only provide deliberative space, but to mediate social network connections
Detecting and Tracking the Spread of Astroturf Memes in Microblog Streams
Online social media are complementing and in some cases replacing
person-to-person social interaction and redefining the diffusion of
information. In particular, microblogs have become crucial grounds on which
public relations, marketing, and political battles are fought. We introduce an
extensible framework that will enable the real-time analysis of meme diffusion
in social media by mining, visualizing, mapping, classifying, and modeling
massive streams of public microblogging events. We describe a Web service that
leverages this framework to track political memes in Twitter and help detect
astroturfing, smear campaigns, and other misinformation in the context of U.S.
political elections. We present some cases of abusive behaviors uncovered by
our service. Finally, we discuss promising preliminary results on the detection
of suspicious memes via supervised learning based on features extracted from
the topology of the diffusion networks, sentiment analysis, and crowdsourced
annotations
Why are VR headsets collecting dust? The exploration of potential factors affecting media consumer’s adoption of VR technologies
This dissertation examines the factors that affect consumers’ adoption of virtual reality (VR) technologies. Based on Uses & Gratification theory, this study tested factors proposed by previous theoretical models: the Theory of Planned Behavior (TPB), the Technology Acceptance Model (TAM), and the Unified Theory of Acceptance and Use of Technology (UTAUT). It also explores the roles of additional factors, such as perceived risk, negative emotions, motion sickness, and discomfort, in shaping consumers’ intentions to purchase and use VR devices. The study employs an online survey to collect data from a convenience sample of adults aged 18 or older. The results show that different models have varying explanatory power for VR adoption behavior and that perceived risk and comfort have significant impacts on consumers’ purchase and usage intentions. This study also proposed a new model aiming at providing a better understanding of how consumers adopt VR technologies. The study contributes to a better understanding of the challenges and opportunities for promoting VR adoption across various domains and applications. Keywords: Virtual Reality, U&G, TPB, TAM, UTAUT, Intentio
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Developing Interventions for Scaling Up UK Upcycling
open access articleUpcycling presents one of many opportunities for reducing consumption of materials and energy. Despite recent growth evidenced by increasing numbers of practitioners and businesses based on upcycling, it remains a niche activity and requires scaling up to realise its potential benefits. This paper investigates UK household upcycling in order to develop interventions for scaling up upcycling in the UK. Mixed methods were used in four stages: (a) Interviews to gain insights into UK upcycling; (b) a survey to discover key factors influencing UK upcycling; (c) intervention development based on the synthesis of interviews and survey; and (d) use of a semi-Delphi technique to evaluate and develop initial interventions. The results showed approaches to upcycling (e.g., wood, metal and fabric as frequently used materials, online platforms as frequently used source of materials), context for upcycling (e.g., predominant use of home for upcycling), factors influencing UK upcycling with key determinants (i.e., intention, attitude and subjective norm), important demographic characteristics considering a target audience for interventions (i.e., 30+ females) and prioritised interventions for scaling up (e.g., TV and inspirational media and community workshops as short-term high priority interventions). The paper further discusses implications of the study in terms of development of theory and practice of upcycling
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