3,729 research outputs found

    Report on the Information Retrieval Festival (IRFest2017)

    Get PDF
    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

    Affective feedback: an investigation into the role of emotions in the information seeking process

    Get PDF
    User feedback is considered to be a critical element in the information seeking process, especially in relation to relevance assessment. Current feedback techniques determine content relevance with respect to the cognitive and situational levels of interaction that occurs between the user and the retrieval system. However, apart from real-life problems and information objects, users interact with intentions, motivations and feelings, which can be seen as critical aspects of cognition and decision-making. The study presented in this paper serves as a starting point to the exploration of the role of emotions in the information seeking process. Results show that the latter not only interweave with different physiological, psychological and cognitive processes, but also form distinctive patterns, according to specific task, and according to specific user

    Haptic Sensory Perception and Customer Experience in a 360-Virtual Store: Does Time Spent Play a Role?

    Get PDF
    Building on stimulus(S)-organism(O)-response(R) theory, this research examines the effects of haptic sensory perception on user experience and satisfaction in a 360-virtual store. We postulate that time spent in a 360-virtual store reinforces the effects in the S-O-R model. The results support the theory that haptic sensory perception triggered by a 360-virtual store (stimulus) improves customer experience (organism) and that the experience further enhances virtual store satisfaction (response). We find that the time spent in a virtual store reinforces the former effect, but not the latter effect. The results of an experiment involving 587 respondents further suggest that this finding only holds true to users who are merely browsing, but not to users tasked with searching for a specific product in the 360-virtual store. We encourage management to create sensory cues in virtual stores to improve user experience and satisfaction, and virtual in-store stimuli to increase time spent in the store

    Persuasive Design of Destination Websites: An Analysis of First Impression

    Full text link
    This research examines the persuasiveness of destination websites through an investigation of users’ first impression. To achieve this goal, it builds on research by Fogg (2003) and by Kim and Fesenmaier (2007) to assess the effect of the design factors of destination websites on first impression formation. The results of this study indicate that the subjects were able to make quick judgments on tourism websites, and that inspiration and usability were the primary drivers evoking a favorable first impression. This research concludes by discussing the implications of these findings and possible directions for future study

    Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

    Get PDF
    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.Food and Drug Administration (FDA) Center for Tobacco ProductsNational Cancer Institute (NCI) Office of Communication and EducationCommunication Studie

    Role of emotion in information retrieval

    Get PDF
    The main objective of Information Retrieval (IR) systems is to satisfy searchers’ needs. A great deal of research has been conducted in the past to attempt to achieve a better insight into searchers’ needs and the factors that can potentially influence the success of an Information Retrieval and Seeking (IR&S) process. One of the factors which has been considered is searchers’ emotion. It has been shown in previous research that emotion plays an important role in the success of an IR&S process, which has the purpose of satisfying an information need. However, these previous studies do not give a sufficiently prominent position to emotion in IR, since they limit the role of emotion to a secondary factor, by assuming that a lack of knowledge (the need for information) is the primary factor (the motivation of the search). In this thesis, we propose to treat emotion as the principal factor in the system of needs of a searcher, and therefore one that ought to be considered by the retrieval algorithms. We present a more realistic view of searchers’ needs by considering not only theories from information retrieval and science, but also from psychology, philosophy, and sociology. We extensively report on the role of emotion in every aspect of human behaviour, both at an individual and social level. This serves not only to modify the current IR views of emotion, but more importantly to uncover social situations where emotion is the primary factor (i.e., source of motivation) in an IR&S process. We also show that the emotion aspect of documents plays an important part in satisfying the searcher’s need, in particular when emotion is indeed a primary factor. Given the above, we define three concepts, called emotion need, emotion object and emotion relevance, and present a conceptual map that utilises these concepts in IR tasks and scenarios. In order to investigate the practical concepts such as emotion object and emotion relevance in a real-life application, we first study the possibility of extracting emotion from text, since this is the first pragmatic challenge to be solved before any IR task can be tackled. For this purpose, we developed a text-based emotion extraction system and demonstrate that it outperforms other available emotion extraction approaches. Using the developed emotion extraction system, the usefulness of the practical concepts mentioned above is studied in two scenarios: movie recommendation and news diversification. In the movie recommendation scenario, two collaborative filtering (CF) models were proposed. CF systems aim to recommend items to a user, based on the information gathered from other users who have similar interests. CF techniques do not handle data sparsity well, especially in the case of the cold start problem, where there is no past rating for an item. In order to predict the rating of an item for a given user, the first and second models rely on an extension of state-of-the-art memory-based and model-based CF systems. The features used by the models are two emotion spaces extracted from the movie plot summary and the reviews made by users, and three semantic spaces, namely, actor, director, and genre. Experiments with two MovieLens datasets show that the inclusion of emotion information significantly improves the accuracy of prediction when compared with the state-of-the-art CF techniques, and also tackles data sparsity issues. In the news retrieval scenario, a novel way of diversifying results, i.e., diversifying based on the emotion aspect of documents, is proposed. For this purpose, two approaches are introduced to consider emotion features for diversification, and they are empirically tested on the TREC 678 Interactive Track collection. The results show that emotion features are capable of enhancing retrieval effectiveness. Overall, this thesis shows that emotion plays a key role in IR and that its importance needs to be considered. At a more detailed level, it illustrates the crucial part that emotion can play in ‱ searchers, both as a primary (emotion need) and secondary factor (influential role) in an IR&S process; ‱ enhancing the representation of a document using emotion features (emotion object); and finally, ‱ improving the effectiveness of IR systems at satisfying searchers’ needs (emotion relevance)

    DESIGN WITH EMOTION: IMPROVING WEB SEARCH EXPERIENCE FOR OLDER ADULTS

    Get PDF
    Research indicates that older adults search for information all together about 15% less than younger adults prior to making decisions. Prior research findings associated such behavior mainly with age-related cognitive difficulties. However, recent studies indicate that emotion is linked to influence search decision quality. This research approaches questions about why older adults search less and how this search behavior could be improved. The research is motivated by the broader issues of older users\u27 search behavior, while focusing on the emotional usability of search engine user interfaces. Therefore, this research attempts to accomplish the following three objectives: a) to explore the usage of low level design elements as emotion manipulation tools b) to seamlessly integrate these design elements into currently existing search engine interfaces, and finally c) to evaluate the impact of emotional design elements on search performance and user satisfaction. To achieve these objectives, two usability studies were conducted. The aim of the first study was to explore emotion induction capabilities of colors, shapes, and combination of both. The study was required to determine if the proposed design elements have strong mood induction capabilities. The results demonstrated that low level design elements such as color and shape have high visceral effects that could be used as potentially viable alternatives to induce the emotional states of users without the users having knowledge of their presence. The purpose of the second study was to evaluate alternative search engine user interfaces, derived from this research, for search thoroughness and user preference. In general, search based performance variables showed that participants searched more thoroughly using interface types that integrate angular shape features. In addition, user preference variables also indicated that participants seemed to enjoy search tasks using search engine interfaces that used color/shape combinations. Overall, the results indicated that seamless integration of low level emotional design elements into currently existing search engine interfaces could potentially improve web search experience

    Measuring children's search behaviour on a large scale

    Get PDF
    Children often experience problems during information-seeking using traditional search interfaces and search technologies, that are designed for adults. This is because children engage with the world in fundamentally different ways than adults. To design search technologies that support children in effective and enjoyable information-seeking, more research is needed to examine children’s specific skills and needs concerning information-seeking. Therefore, we developed an application that can monitor children’s search behaviour on a large scale. In this paper, we present the steps taken to develop this application. The basis of the application is UsaProxy, an existing system that is used to monitor the user’s usage of websites. We have increased the accuracy of UsaProxy and have developed an application that is able to extract useful information from UsaProxy’s log files
    • 

    corecore