1,121 research outputs found

    A Survey of Data Mining Techniques for Smart Museum Applications

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    This research aims to find out what data mining techniques are effectively implemented in museums and what application trends are currently being used to improve museum performance towards modern museums based on intelligent system technology. The review was carried out on a number of articles found in journals and proceedings in the 2004-2020 period. It is found that the majority of data mining techniques are implemented in museum virtual guide applications, recommender systems, collection clustering and classification system, and   visitor behaviour prediction application. Data classification, clustering, and prediction technique commonly used for museum application.  Collections with historical and artistic value  contain a lot of knowledge making data mining an important technique to be included in various applications in museums so that they can have an impact on the achievement of museum goals not only in the fields of education and culture but also economics and business

    Predicting Win Rates in Competitive OverwatchTM

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    OverwatchTM is a video game published by Blizzard Entertainment R where two teams comprised of six people each compete against one another to accomplish a specific goal. The goal of each game is dependent on which map is being played. The maps are divided into four categories: Assault, Escort, Control, and Hybrid. A data set comprised of 3000 games of competitive OverwatchTM is used to determine how likely a team is to win their match. The factors used to determine the likelihood of winning are the map type and the skill ranking for each team. The data set is pre-processed by standardizing and encoding the data through Python. After the data is encoded, 80% of the data is divided into a training set and 20% of the data is divided into a testing set. Classification algorithms are tested against the data to determine which classifying method returns the highest accuracy. After using the training set, the Bagging Classifier shows the highest accuracy when compared to the testing set

    Pengaturan kesulitan dinamis berbasis capaian pemain pada Serious Game Pendidikan Islam dan Lingkungan Hidup (SGPILH) sebagai media alternatif belajar pada madrasah ibtidaiyah

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    Serious Game Pendidikan Islam dan Lingkungan Hidup (SGPILH), yang diajukan peneliti pada tahun 2022, mampu menumbuhkan kecintaan terhadap lingkungan hidup. Namun masih menyisakan kebosanan pada sisi siswa, karena tingkat kesulitan yang ditampilkan dalam SGPILH, menjadi monoton dan menyebabkan kejenuhan. Oleh karena itu, dalam penelitian lanjutan ini, peneliti mengusulkan pengaturan kesulitan, yang secara dinamis mengikuti capaian pemain. Harapan yang hendak diraih melalui Pengaturan kesulitan dinamis pada SGPILH adalah, siswa tetap tertarik bermain, siswa semakin penasaran dengan game, siswa tetap dapat menikmati game dan merasa tidak monoton dan tidak mudah jenuh. Guna mencapai pengaturan kesulitan secara dinamis, peneliti menggunakan Neural Network agar perubahan kesulitan yang dihasilkan bersifat alami

    What drives the helpfulness of online reviews? A deep learning study of sentiment analysis, pictorial content and reviewer expertise for mature destinations.

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    User-generated content (UGC) is a growing driver of destination choice. Drawing on dual-process theories on how individuals process information, this study focuses on the role of central and peripheral information processing routes in the formation of consumers’ perceptions of the helpfulness of online reviews. We carried out a two-step process to address the perceived helpfulness of user-generated content, a sentiment analysis using advanced machine-learning techniques (deep learning), and a regression analysis. We used a database of 2,023 comments posted on TripAdvisor about two iconic Venetian cultural attractions, St. Mark’s Square (an open, free attraction) and the Doge’s Palace (a museum which charges an entry fee). Following the application of deep-learning techniques, we first identified which factors influenced whether a review received a “helpful” vote by means of logistic regression. Second, we selected those reviews which received at least one helpful vote to identify, through linear regression, the significant determinants of TripAdvisor users’ voting behaviour. The results showed that reviewer expertise is an influential factor in both free and paid-for attractions, although the impact of central cues (sentiment polarity, subjectivity and pictorial content) is different in both attractions. Our study suggests that managers should look beyond individual ratings and focus on the sentiment analysis of online reviews, which are shown to be based on the nature of the attraction (free vs. paid-for)

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Intelligent Tourist Routes

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    A maior parte das pessoas gosta de viajar e o Porto foi eleita a cidade da Europa mais interessante para visitar em 2019. Com grande potencial de atratividade, o Porto conta com infindáveis opções de rotas turísticas. Investigações recentes mostram que um operador eficiente de viagens não só deve ter em conta as necessidades e constrangimentos do utilizador, mas também permitir algum grau de livre exploração da cidade, adaptando a oferta de acordo com as preferências do utilizador. A imagem global do contexto é um bom ponto de partida para uma viagem memorável. Nesta dissertação pretende-se desenvolver sistema inteligente capaz de maximizar a satisfação do visitante, criando percursos dinâmicos e personalizados em função de preferências e interesses dos utilizadores. Estes serão aferidos diretamente através de técnicas modernas de segmentação e descoberta de perfil e indiretamente através da pontuação atribuída pelos utilizadores a sets de fotografias (normais e 360) dos locais de interesse. Ao longo do percurso o utilizador poderá dar feedback sobre os locais de interesse sugeridos por forma a potenciar a aprendizagem do sistema

    Information and Communication Technologies in Tourism 2022

    Get PDF
    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research
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