3 research outputs found

    A Crowdsourcing Based Framework for Sentiment Analysis: A Product Reputation

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    As social networking has spread, people started sharing their personal opinions and thoughts widely via these online platforms. The resulting vast valuable data represent a rich source for companies to deduct their products’ reputation from both social media and crowds’ judgments. To exploit this wealth of data, a framework was proposed to collect opinions and rating scores respectively from social media and crowdsourcing platform to perform sentiment analysis, provide insights about a product and give consumers’ tendencies. During the analysis process, a consumer category (strict) is excluded from the process of reaching a majority consensus. To overcome this, a fuzzy clustering is used to compute consumers’ credibility. The key novelty of our approach is the new layer of validity check using a crowdsourcing component that ensures that the results obtained from social media are supported by opinions extracted directly from real-life consumers. Finally, experiments are carried out to validate this model (Twitter and Facebook were used as data sources). The obtained results show that this approach is more efficient and accurate than existing solutions thanks to our two-layer validity check design

    TOWARD AN OCCLUDED AUGMENTED REALITY FRAMEWORK IN E-LEARNING PLATFORMS FOR PRACTICAL ACTIVITIES

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    With the evolution of the internet and related technologies, a wide range of innovative solutions are introduced in order to solve different problems in several fields. One of the most prominent innovations is the E-learning platforms. These platforms allow the instructor to manage and control the learning content that the end user is going to consume. In many domains, the learner needs to have access to laboratory materiel and to manipulate some equipment in order to complete the theoretical background built in the course. Moreover, the use of videos, virtual laboratories or distance control of real equipment, to solve the existence of the practical activities in the E-learning platforms, is limited in occurrence and results. The Augmented Reality and the Augmented-Virtuality are the new technologies that promise to create a virtual environment, which gives the learner a virtual experiment space where s/he can experiment safely and with total control. In this paper, the authors propose a solution to carry out the practical activities in some E-leaning platforms whereby the learner can manipulate the virtual experiment elements like in real world: freely and safely without any risks. A survey was given to a sample of students, an instructor and a designer after a practical activity simulation, in order to get their feedbacks and to evaluate the proposed solution
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