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1

Browning, Sommer, and Charissa Brammer. "User categories: ensuring library access for all institutional users." Journal of Electronic Resources Librarianship 33, no. 2 (April 3, 2021): 120–26. http://dx.doi.org/10.1080/1941126x.2021.1912544.

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Eriksson, Niklas. "User categories of mobile travel services." Journal of Hospitality and Tourism Technology 5, no. 1 (March 11, 2014): 17–30. http://dx.doi.org/10.1108/jhtt-10-2012-0028.

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Purpose – This study aims to identify user categories of mobile travel services and analyze the differences between the categories based on individual characteristics, the individuals' perceived barriers to use internet-/mobile services during a trip and the individuals' preferred channel strategies. Design/methodology/approach – An extensive online survey in Finland was conducted to collect the data and a cluster analysis is used to identify the user categories. Findings – The study indicates that there are four user categories of mobile travel services: “info-seekers”, “checkers”, “bookers” and “all-rounders” and one group of “non-users”. Research limitations/implications – Due to the online data collection method and the self-selective process, the sample may be biased towards respondents finding electronic travel services important. It would be of value to conduct similar studies on a representative sample of the total population of different countries. Practical implications – The identified categories can be seen as consumer segments for which travel service providers can target mobile services. Originality/value – This study contributes with a categorization of mobile travelers and provides insights on the diffusion of mobile travel services.
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Norman, Sally Jane, Sian E. M. Lawson, Patrick Olivier, Paul Watson, Anita M. A. Chan, Martyn Dade-Robertson, Paul Dunphy, et al. "AMUC: Associated Motion capture User Categories." Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 367, no. 1898 (July 13, 2009): 2771–80. http://dx.doi.org/10.1098/rsta.2009.0030.

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The AMUC (Associated Motion capture User Categories) project consisted of building a prototype sketch retrieval client for exploring motion capture archives. High-dimensional datasets reflect the dynamic process of motion capture and comprise high-rate sampled data of a performer's joint angles; in response to multiple query criteria, these data can potentially yield different kinds of information. The AMUC prototype harnesses graphic input via an electronic tablet as a query mechanism, time and position signals obtained from the sketch being mapped to the properties of data streams stored in the motion capture repository. As well as proposing a pragmatic solution for exploring motion capture datasets, the project demonstrates the conceptual value of iterative prototyping in innovative interdisciplinary design. The AMUC team was composed of live performance practitioners and theorists conversant with a variety of movement techniques, bioengineers who recorded and processed motion data for integration into the retrieval tool, and computer scientists who designed and implemented the retrieval system and server architecture, scoped for Grid-based applications. Creative input on information system design and navigation, and digital image processing, underpinned implementation of the prototype, which has undergone preliminary trials with diverse users, allowing identification of rich potential development areas.
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Archbold, Sue, Mark E. Lutman, and Thomas Nikolopoulos. "Categories of Auditory Performance: Inter-User Reliability." British Journal of Audiology 32, no. 1 (February 1998): 7–12. http://dx.doi.org/10.3109/03005364000000045.

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Hafernik, Carolyn T., Bin Cheng, Paul Francis, and Bernard J. Jansen. "Mapping user search queries to product categories." Proceedings of the American Society for Information Science and Technology 48, no. 1 (2011): 1–10. http://dx.doi.org/10.1002/meet.2011.14504801111.

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Życzkowski, Marcin. "Sailing Route Planning Method Considering Various User Categories." Polish Maritime Research 27, no. 3 (September 1, 2020): 149–58. http://dx.doi.org/10.2478/pomr-2020-0056.

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AbstractThe article describes the methodology related to determining the multi-criteria routes for sailing ships. Details of sea area discretisation and discretisation of the description of the sailing vessel properties and manoeuvring principles are shown. User requirements were specified (for five different categories of users) and on this basis the criteria for selecting the most suitable shipping route were formulated. The presented algorithm recommends a route for a given user category by means of defined restrictions and configuration parameters. The applied multi-criteria approach proves the universality and usability of the sailing ship route planning method.
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Chen, Jia, Qin Jin, Shiwan Zhao, Shenghua Bao, Li Zhang, Zhong Su, and Yong Yu. "Boosting Recommendation in Unexplored Categories by User Price Preference." ACM Transactions on Information Systems 35, no. 2 (December 21, 2016): 1–27. http://dx.doi.org/10.1145/2978579.

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Guerrero-García, Josefina, Juan Manuel González-Calleros, and Jean Vanderdonckt. "Workflow User Interfaces Patterns." Acta Universitaria 22 (March 1, 2012): 62–68. http://dx.doi.org/10.15174/au.2012.343.

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A collection of user interface design patterns for workflow information systems is presented that contains forty three resource patterns classified in seven categories. These categories and their corresponding patterns have been logically identified from the task life cycle based on offering and allocation operations. Each Workflow User Interface Pattern (WUIP) is characterized by properties expressed in the PLML markup language for expressing patterns and augmented by additional attributes and models attached to the pattern: the abstract user interface and the corresponding task model. These models are specified in a User Interface Description Language. All WUIPs are stored in a library and can be retrieved within a workflow editor that links each workflow pattern to its corresponding WUIP, thus giving rise to a user interface for each workflow pattern.
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Thornton, Katherine. "Contentious categories." NASKO 3, no. 1 (November 2, 2011): 217. http://dx.doi.org/10.7152/nasko.v3i1.12805.

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Wikipedia is an online encyclopedia created entirely of user‐generated content. Roughly two years after Wikipedia began, the community decided to create a category system to organize the content of the site. The category system has changed over time, as have conceptualizations of what role it should serve in Wikipedia. In this paper, I consider six months of discussion about the design and implementation of the category system in Wikipedia. I analyze the comments editors shared and attempt to understand how these early decisions shaped the category system as it currently exists.
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Wang, Chengyu, Yan Fan, Xiaofeng He, and Aoying Zhou. "Decoding Chinese User Generated Categories for Fine-Grained Knowledge Harvesting." IEEE Transactions on Knowledge and Data Engineering 31, no. 8 (August 1, 2019): 1491–505. http://dx.doi.org/10.1109/tkde.2018.2865942.

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Zhu, Hengshu, Enhong Chen, Hui Xiong, Huanhuan Cao, and Jilei Tian. "Ranking user authority with relevant knowledge categories for expert finding." World Wide Web 17, no. 5 (April 28, 2013): 1081–107. http://dx.doi.org/10.1007/s11280-013-0217-5.

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Li, Ke, Hao Li, and Jian Hua Liu. "The Analysis of Categories of Users in Car Design." Advanced Materials Research 706-708 (June 2013): 2124–27. http://dx.doi.org/10.4028/www.scientific.net/amr.706-708.2124.

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Based on the concept of humanization design, some classification and analysis about user groups from user's age, gender, value, interests and economy were made in this paper. Due to the differences in ages, genders, values, interests and economy, different groups of users will have different styles and preferences. But users want to meet their psychological pursuit in the process of using the product. As the carrier of user groups, car design that can meet user’s demand has been discussed. Classify and categorize for users were made form user groups first, then design products that can mostly suitable for different user group and that the most they really demand for.Through taking full account of the needs of user groups and meeting user's emotional needs maximize, this products designed will be the products users wanted.
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., Ramadiani, Rodziah Binti Atan, Mohd Hasan Selamat, Noraini Che Pa, and Rusli Abdullah. "E-LEARNING USER INTERFACE ACCEPTANCE BASED ON ANALYSIS OF USER'S STYLE, USABILITY AND USER BENEFITS." Jurnal Sistem Informasi 9, no. 1 (November 28, 2013): 6. http://dx.doi.org/10.21609/jsi.v9i1.340.

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E-learning does not function properly if the system is not in accordance with user needs. This study aims to establish an evaluation model for e-learning user interface according to user acceptance. The model is designed based on three categories: user learning style, usability and user benefits. Results of measurements of the three categories will determine the level of user acceptance of the e-learning interface. The data were taken using a questionnaire which was distributed to 125 ELS students from various countries. Then processed using SEM and Lisrel v8.80. This paper presents experimental set up for the general research and some results for technology acceptance theories.
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Mustafa, Faisal, Zulfadli A. Aziz, and Ihsanul Khabri. "Translation techniques used in translating a smartphone user manual." Englisia: Journal of Language, Education, and Humanities 9, no. 1 (November 7, 2021): 33. http://dx.doi.org/10.22373/ej.v9i1.10494.

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As many smartphones are imported from overseas and the user manuals are written in English, the translation of a user manual is, therefore, very important for the Indonesian customers whose English is not their second language. Good translation results are then very essential in order that the customers understand the information easily and clearly. The focus of this research is the bilingual English-Indonesian Samsung’s GT-19500 user manual. This research aims to find translation techniques applied in the book. In this descriptive research, the sentences were the tokens that were recorded in Microsoft Excel. The tokens were then analyzed based on the categories of translation techniques in question. It was found that there were nine translation techniques used in the user manual. The translation techniques used in Samsung’s GT-19500 user manual are borrowing (41%), literal translation (25%), calque (13%), transposition (7%), equivalence (6%), adaptation (5.3%), modulation (3%), and omission (2%). Therefore, the techniques used in translating a smartphone user manual are unique to this type of document because the document consists of many terms without Indonesian equivalence.
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Mohammadi, Ehsan, Mike Thelwall, Stefanie Haustein, and Vincent Larivière. "Who reads research articles? An altmetrics analysis of Mendeley user categories." Journal of the Association for Information Science and Technology 66, no. 9 (April 29, 2015): 1832–46. http://dx.doi.org/10.1002/asi.23286.

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Carrio-Pastor, María Luisa, and Miguel Ángel Candel Mora. "TERMINOLOGY IN TOURISM 2.0: IDENTIFICATION OF THE CATEGORIES IN USER GENERATED REVIEWS." Pragmalinguistica, no. 25 (2017): 107–23. http://dx.doi.org/10.25267/pragmalinguistica.2017.i25.06.

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Jeong, Ji-Won, Jae-Young Lee, and Choon-Seong Leem. "An Analysis of Characteristics and User Reactivity by Video Categories on YouTube." Journal of Digital Contents Society 20, no. 12 (December 31, 2019): 2573–82. http://dx.doi.org/10.9728/dcs.2019.20.12.2573.

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Glusker, Ann. "Thematic Analysis of Videos Suggests That YA Space Design Should Be User-Driven, User-Centered, and Flexible Enough to Enable Multiple Uses." Evidence Based Library and Information Practice 10, no. 4 (December 13, 2015): 230. http://dx.doi.org/10.18438/b8602c.

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A Review of: Agosto, D. E., Bell, J. P., Bernier, A. & Kuhlmann, M. (2015). “This is our library, and it’s a pretty cool place”: A user-centered study of public library YA spaces. Public Library Quarterly, 34(1), 23-43. doi: http://dx.doi.org/10.1080/01616846.2015.1000777 Objective – To add empirical evidence to the study of young adult (YA) spaces and creation of related guidelines by investigating librarians’ and teens’ perceptions of YA spaces and their use in public libraries. Design – Qualitative thematic analysis of video data content. Setting – 25 public libraries in the United States of America. Subjects – A librarian, and a teen of their choosing, at each of the 25 selected libraries. Methods – The researchers chose 25 public libraries randomly from a list of 257 libraries profiled from 2005-2010 in Library Journal’s annual index of new and renovated libraries. Each of the 25 libraries was sent a video camera, and the selected librarian and teen each recorded a narrated tour of their library’s YA space. The cameras were returned to the researchers, who had the audio of the recordings transcribed, referring back to the video for any narration that needed clarification. Thematic analysis was performed on the transcriptions to identify major- and sub-categories of space and space-use characteristics. Empirical results were reported as a numerical figure representing the number of videos (n=42 total usable videos) in which a particular theme was mentioned at least once. Main Results – Five main categories of YA space characteristics recommended by teens and librarians emerged from the thematic analysis. YA spaces need to facilitate: physical comfort; both leisure activity and information needs; both academic activity and information needs; a sense of ownership by teens; and improved marketing of the spaces as well as clear displays of library policies regarding the spaces. Sub-categories were also listed in each instance, as were counts and percentages of numbers of videos in which a theme was mentioned at least once. Conclusion – YA spaces in public libraries need to be user-centered, and the arrangements need to be flexible enough to be used for multiple purposes. Teens need to be involved in and drivers of their design and ongoing use. In addition, teens’ needs for social interaction, and leisure as well as academic support, must be explicitly incorporated into any planning. Librarians and libraries must adjust their focus on resources to better mirror teens’ focus on the activities that happen in YA spaces, both online and in person. In order to serve YA patrons, libraries must also actively promote YA spaces. This initial exploratory empirical investigation can inform future much-needed research on improving YA space planning. Research is also needed to examine the evolution of libraries’ YA investments as teen patrons’ needs change over time.
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Lu, Xinyi, Long Chen, Jianbo Yuan, Joyce Luo, Jiebo Luo, Zidian Xie, and Dongmei Li. "User Perceptions of Different Electronic Cigarette Flavors on Social Media: Observational Study." Journal of Medical Internet Research 22, no. 6 (June 24, 2020): e17280. http://dx.doi.org/10.2196/17280.

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Background The number of electronic cigarette (e-cigarette) users has been increasing rapidly in recent years, especially among youth and young adults. More e-cigarette products have become available, including e-liquids with various brands and flavors. Various e-liquid flavors have been frequently discussed by e-cigarette users on social media. Objective This study aimed to examine the longitudinal prevalence of mentions of electronic cigarette liquid (e-liquid) flavors and user perceptions on social media. Methods We applied a data-driven approach to analyze the trends and macro-level user sentiments of different e-cigarette flavors on social media. With data collected from web-based stores, e-liquid flavors were classified into categories in a flavor hierarchy based on their ingredients. The e-cigarette–related posts were collected from social media platforms, including Reddit and Twitter, using e-cigarette–related keywords. The temporal trend of mentions of e-liquid flavor categories was compiled using Reddit data from January 2013 to April 2019. Twitter data were analyzed using a sentiment analysis from May to August 2019 to explore the opinions of e-cigarette users toward each flavor category. Results More than 1000 e-liquid flavors were classified into 7 major flavor categories. The fruit and sweets categories were the 2 most frequently discussed e-liquid flavors on Reddit, contributing to approximately 58% and 15%, respectively, of all flavor-related posts. We showed that mentions of the fruit flavor category had a steady overall upward trend compared with other flavor categories that did not show much change over time. Results from the sentiment analysis demonstrated that most e-liquid flavor categories had significant positive sentiments, except for the beverage and tobacco categories. Conclusions The most updated information about the popular e-liquid flavors mentioned on social media was investigated, which showed that the prevalence of mentions of e-liquid flavors and user perceptions on social media were different. Fruit was the most frequently discussed flavor category on social media. Our study provides valuable information for future regulation of flavored e-cigarettes.
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Basak, A., and S. T. Roy. "Visual Ergonomics for Colourblindness: Applying Universal Design Principles in Graphical User Interface to Provide Affordance to the Colourblind Users." Proceedings of the Design Society 2 (May 2022): 2055–66. http://dx.doi.org/10.1017/pds.2022.208.

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AbstractWith evolution of Graphical User Interface, the access to the computer interface was expanded to cater to the extreme user categories by providing accessibility features and making the computer interface more inclusive. One such extreme user category is colourblind, which has a special accessibility requirement from the GUI. This paper studies the iconography of the Microsoft Windows operating system interface with an objective to develop an inclusive icon design solution that is visually ergonomic for colourblind users to include them as a mainstream user category in a computer interface.
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Prakash, P. G. OM, and A. Jaya. "Analyzing and Predicting User Navigation Pattern from Weblogs using Modified Classification Algorithm." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 1 (July 1, 2018): 333. http://dx.doi.org/10.11591/ijeecs.v11.i1.pp333-340.

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<p>A Weblogs contains the history of User Navigation Pattern while user accessing the websites. The user navigation pattern can be analyzed based on the previous user navigation that is stored in weblog. The weblog comprises of various entries like IP address, status code and number of bytes transferred, categories and time stamp. The user interest can be classified based on categories and attributes and it is helpful in identifying user behavior. The aim of the research is to identifying the interested user behavior and not interested user behavior based on classification. The process of identifying user interest, it consists of Modified Span Algorithm and Personalization Algorithm based on the classification algorithm user prediction can be analyzed. The research work explores to analyze user prediction behavior based on user personalization that is captured from weblogs. </p>
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B., Subhash Reddy, M. Krishnamurthy, and Ashok Y. Asundi. "Information Use, User, User Needs and Seeking Behaviour: A Review." DESIDOC Journal of Library & Information Technology 38, no. 2 (March 23, 2018): 82. http://dx.doi.org/10.14429/djlit.38.2.12098.

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<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>The studies on the user, user information behaviour, and seeking have been continuing since last 50 years or </span><span>more. Ranganathan’s five laws brought the phrase ‘use’ reordering from preservation. The studies on user and user behaviour with varying characteristics has not changed and still going on to study the impact of ICT and use of electronic resources. Several hidden revelations on users’ approach to information identified by Voigt, types of readers identified by Ranganathan and the ASK model by Belkin have been expounded to visualise the user categories and attributes of the user, user information behaviour and so on. The aim of this paper is only a perspective review of the literature on information user, with an intrinsic scope for some new research possibilities in this area. </span></p></div></div></div>
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Chin, John P. "A Dynamic User Adaptable Menu System: Linking it all Together." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 413–17. http://dx.doi.org/10.1177/154193128903300539.

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Creation and traversal of links in a user adaptable menu was examined for syntagmatically and paradigmatically related targets. One group searched for paradigmatic related targets within the same intermediate category under different superordinate categories, while another searched for syntagmatic related targets belonging to different intermediate categories under the same superordinate. Users with syntagmatic targets created and traversed more superordinate category links, while users with paradigmatic targets traversed more intermediate category links. As predicted, more horizontal links at the same hierarchical level were created and traversed than diagonal links joining different levels. Overall, users tended to create links forming hierarchical networks.
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Tutzauer, P., S. Becker, T. Niese, O. Deussen, and D. Fritsch. "UNDERSTANDING HUMAN PERCEPTION OF BUILDING CATEGORIES IN VIRTUAL 3D CITIES - A USER STUDY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 683–87. http://dx.doi.org/10.5194/isprs-archives-xli-b2-683-2016.

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Virtual 3D cities are becoming increasingly important as a means of visually communicating diverse urban-related information. To get a deeper understanding of a human’s cognitive experience of virtual 3D cities, this paper presents a user study on the human ability to perceive building categories (e.g. residential home, office building, building with shops etc.) from geometric 3D building representations. The study reveals various dependencies between geometric properties of the 3D representations and the perceptibility of the building categories. Knowledge about which geometries are relevant, helpful or obstructive for perceiving a specific building category is derived. The importance and usability of such knowledge is demonstrated based on a perception-guided 3D building abstraction process.
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Tutzauer, P., S. Becker, T. Niese, O. Deussen, and D. Fritsch. "UNDERSTANDING HUMAN PERCEPTION OF BUILDING CATEGORIES IN VIRTUAL 3D CITIES - A USER STUDY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 683–87. http://dx.doi.org/10.5194/isprsarchives-xli-b2-683-2016.

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Virtual 3D cities are becoming increasingly important as a means of visually communicating diverse urban-related information. To get a deeper understanding of a human’s cognitive experience of virtual 3D cities, this paper presents a user study on the human ability to perceive building categories (e.g. residential home, office building, building with shops etc.) from geometric 3D building representations. The study reveals various dependencies between geometric properties of the 3D representations and the perceptibility of the building categories. Knowledge about which geometries are relevant, helpful or obstructive for perceiving a specific building category is derived. The importance and usability of such knowledge is demonstrated based on a perception-guided 3D building abstraction process.
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Dong, Biao. "Multi-User Interactions Using Active Rule." Advanced Materials Research 945-949 (June 2014): 3396–99. http://dx.doi.org/10.4028/www.scientific.net/amr.945-949.3396.

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The main issue in designing the framework for multi-user interaction systems is to provide efficient collaboration mechanisms. The paper discussed characteristics of multi-user interactions, and proposed a hierarchical model for supporting multi-user collaboration. The model included four categories of attributes that defined the form of multi-user interaction - users, interactive task, interactive form and interactive effect. An active rule framework was constructed, including the concepts of the callback event, interactive event and composite event. This paper also described how to map a multi-user interaction model into events and rules.
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Haynes, David, and Lyn Robinson. "Defining user risk in social networking services." Aslib Journal of Information Management 67, no. 1 (January 19, 2015): 94–115. http://dx.doi.org/10.1108/ajim-07-2014-0087.

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Purpose – The purpose of this paper is to identify the risks faced by users of online social networking services (SNSs) in the UK and to develop a typology of risk that can be used to assess regulatory effectiveness. Design/methodology/approach – An initial investigation of the literature revealed no detailed taxonomies of risk in this area. Existing taxonomies were reviewed and merged with categories identified in a pilot survey and expanded in purposive sample survey directed at the library and information services (LIS) community in the UK. Findings – Analysis of the relationships between different risk categories yielded a grouping of risks by their consequences. This aligns with one of the objectives of regulation, which is to mitigate risks. Research limitations/implications – This research offers a tool for evaluation of different modes of regulation of social media. Practical implications – Awareness of the risks associated with use of online SNSs and wider social media contributes to the work of LIS professionals in their roles as: educators; intermediaries; and users of social media. An understanding of risk also informs the work of policy makers and legislators responsible for regulating access to personal data. Originality/value – A risk-based view of regulation of personal data on social media has not been attempted in such a comprehensive way before.
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Zeiner, Katharina M., Michael Burmester, Kristin Haasler, Julian Henschel, Magdalena Laib, and Katharina Schippert. "Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications." Human Technology 14, no. 2 (August 31, 2018): 140–75. http://dx.doi.org/10.17011/ht/urn.201808103815.

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Linassi, A. Gary, and R. Li Pi Shan. "User satisfaction with a telemedicine amputee clinic in Saskatchewan." Journal of Telemedicine and Telecare 11, no. 8 (December 2005): 414–18. http://dx.doi.org/10.1177/1357633x0501100807.

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summary A group of 15 patients with amputee-related diagnoses were given a satisfaction survey after telemedicine assessment. Most of the videoconferencing sessions used an IP connection at 768 kbit/s. The patients were seen at four sites. The average connection time was less than 5min and the average time for a session was approximately 40min. Thirteen questions required scaled responses (poor, fair, good, excellent) and two required yes/no answers. The 13 categories broadly related to satisfaction with the telemedicine service and the quality of specialist care. In all categories, 97% of the responses fell in the good to excellent range. Concerns were raised about ease of access to local telemedicine sites, connection waiting times and lack of familiarity with telemedicine technology. The study showed that telemedicine was acceptable to patients with amputations and provided a reliable assessment of the amputee.
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Lv, Ning, Jing Li Zhou, and Lei Hua Qin. "Using Context to Discern User Tasks on Desktop." Applied Mechanics and Materials 519-520 (February 2014): 318–21. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.318.

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The precise context of user tasks helps to ameliorate personal information management on desktop. This paper introduces a novel approach to discern user tasks using contextual information which is divided into two categories, user behavior based context and text based context. With the contextual information, user tasks are discerned by support vector machine (SVM) method. Experimental results showed the impact of distinct attributes of files on the performance of user task identification.
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Gordon, Sarah, Tracey Gardiner, Kris Gledhill, Armon Tamatea, and Giles Newton-Howes. "From Substitute to Supported Decision Making: Practitioner, Community and Service-User Perspectives on Privileging Will and Preferences in Mental Health Care." International Journal of Environmental Research and Public Health 19, no. 10 (May 15, 2022): 6002. http://dx.doi.org/10.3390/ijerph19106002.

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Compliance with the Convention on the Rights of Persons with Disabilities (CRPD) requires substitute decision making being abolished and replaced with supported decision making. The current exploratory study involved a series of hui (meetings) with subject matter experts across the spectrum of the mental health care system to identify interventions facilitative of supported decision making; and the prioritisation of those in accordance with their own perspectives. A mixed-methods approach was used to categorise, describe and rank the data. Categories of intervention identified included proactive pre-event planning/post-event debriefing, enabling options and choices, information provision, facilitating conditions and support to make a decision, and education. The category of facilitating conditions and support to make a decision was prioritised by the majority of stakeholders; however, people from Māori, Pasifika, and LGBTQIA+ perspectives, who disproportionally experience inequities and discrimination, prioritised the categories of proactive post-event debriefing/pre-event planning and/or information provision. Similar attributes across categories of intervention detailed the importance of easily and variably accessible options and choices and how these could best be supported in terms of people, place, time, material resources, regular reviews and reflection. Implications of these findings, particularly in terms of the operationalisation of supported decision making in practice, are discussed.
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Jangi, Majid, Reza Khajouei, Mahmoud Tara, Mohammad Reza Mazaheri Habibi, Azade Kamel Ghalibaf, Sara Zangouei, and Mostafa Mostafavi. "User Testing of an Admission, Discharge, Transfer System: Usability Evaluation." Frontiers in Health Informatics 10, no. 1 (May 14, 2021): 77. http://dx.doi.org/10.30699/fhi.v10i1.282.

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Introduction: To improve the first step of the hospitalization procedure, appropriate interaction must be established between users and the admission, discharge, and transfer system. The aim of this study was to evaluate the usability of the ADT system in some of selected Iranian non-teaching hospitals.Material and Methods: This study was cross-sectional research that has evaluated the usability of a selected ADT system using the think-aloud method by 11 medical record administrators. Users were asked to follow the provided scenario, then share and elaborate on what they saw, thought about, did, felt, and decided during their interaction with the system. Users' feedbacks were collected and organized into four main categories for further processing.Results: To evaluate the usability of an ADT system, four routine scenario tasks were followed by users and only 45.45% of them could implement all tasks. Overall, 36 independent problems were identified. All problems were related to the data entry categories that accounted for the largest share. The most important problems were related to the issues regarding "date of birth" field in this category which deals with the outpatient admission process.Conclusion: The study of the usability testing method indicated that the ADT subsystem of non-teaching hospital has many problems in interact with real users with the system. It showed that more than half of the users could not completely and successfully perform the entire real-world scenario tasks. Furthermore, the most usability problems were found in data entry categories.
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Del Bosco, Barbara, Roberto Chierici, and Alice Mazzucchelli. "User entrepreneurship in the video game industry: the role of communities." Journal of Small Business and Enterprise Development 27, no. 4 (July 17, 2020): 681–701. http://dx.doi.org/10.1108/jsbed-07-2019-0252.

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PurposeThis paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.Design/methodology/approachThe paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.FindingsThe findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.Originality/valueThis study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.
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Liu, Hai, Yuanxia Liu, Leung-Pun Wong, Lap-Kei Lee, and Tianyong Hao. "A Hybrid Neural Network BERT-Cap Based on Pre-Trained Language Model and Capsule Network for User Intent Classification." Complexity 2020 (November 21, 2020): 1–11. http://dx.doi.org/10.1155/2020/8858852.

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User intent classification is a vital component of a question-answering system or a task-based dialogue system. In order to understand the goals of users’ questions or discourses, the system categorizes user text into a set of pre-defined user intent categories. User questions or discourses are usually short in length and lack sufficient context; thus, it is difficult to extract deep semantic information from these types of text and the accuracy of user intent classification may be affected. To better identify user intents, this paper proposes a BERT-Cap hybrid neural network model with focal loss for user intent classification to capture user intents in dialogue. The model uses multiple transformer encoder blocks to encode user utterances and initializes encoder parameters with a pre-trained BERT. Then, it extracts essential features using a capsule network with dynamic routing after utterances encoding. Experiment results on four publicly available datasets show that our model BERT-Cap achieves a F1 score of 0.967 and an accuracy of 0.967, outperforming a number of baseline methods, indicating its effectiveness in user intent classification.
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Uncles, Mark, Rachel Kennedy, Magda Nenycz-Thiel, Jaywant Singh, and Simon Kwok. "In 25 Years, Across 50 Categories, User Profiles for Directly Competing Brands Seldom Differ." Journal of Advertising Research 52, no. 2 (June 2012): 252–61. http://dx.doi.org/10.2501/jar-52-2-252-261.

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Klaus, Tim, J. Ellis Blanton, and Stephen C. Wingreen. "User Resistance Behaviors and Management Strategies in IT-Enabled Change." Journal of Organizational and End User Computing 27, no. 1 (January 2015): 57–76. http://dx.doi.org/10.4018/joeuc.2015010103.

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Information Technology (IT) is often used in organizations as a tool to enable change. However, as organizations switch to different vendors, upgrade their systems, or implement new systems, widespread user resistance is often encountered. Resistant behaviors often occur in these large-scale system implementations because the implementation transforms the jobs of employees and mandates system use. In order to understand resistant behaviors better as well as management strategies to minimize these behaviors, this study uses a focus group and qualitative semi-structured interviews. Based on the data collection, this study first creates a resistant behavior framework and a management strategy framework using a data-driven approach. The findings from the user resistance behaviors are classified into four categories. Also, eight preferred management strategies are identified by users, which are grouped into three categories. Then, the Framework-based Theory of User Resistance is proposed, which examines the causes and moderating forces that affect resistant behaviors. The practical implications of these frameworks also are described.
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Mao, Xiao Xing, Shi Guang Ju, and An Rong Xue. "Algorithm of User Interest Drift Based on Matrix Representation." Applied Mechanics and Materials 39 (November 2010): 409–15. http://dx.doi.org/10.4028/www.scientific.net/amm.39.409.

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In order to improve the efficiency of user interest drift, proposed an algorithm of user interest drift based on matrix representation. Time Window was brought in to group short-time interest; Semantic Net was used to combine user interest categories; interest weight was replaced by interest rate to show the preference of user interest; considering the sustainability and volatility of interest to calculate the ultimate interest model. Experiment indicated, compared with previous method, this algorithm improved the accuracy of dealing with interest shift.
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Garcia-Guzman, Roberto, Yair A. Andrade-Ambriz, Mario-Alberto Ibarra-Manzano, Sergio Ledesma, Juan Carlos Gomez, and Dora-Luz Almanza-Ojeda. "Trend-Based Categories Recommendations and Age-Gender Prediction for Pinterest and Twitter Users." Applied Sciences 10, no. 17 (August 28, 2020): 5957. http://dx.doi.org/10.3390/app10175957.

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Category suggestions or recommendations for customers or users have become an essential feature for commerce or leisure websites. This is a growing topic that follows users’ activity in social networks generating a huge quantity of information about their interests, contacts, among many others. These data are usually collected to analyze people’s behavior, trends, and integrate a complete user profile. In this sense, we analyze a dataset collected from Pinterest to predict the gender and age by processing input images using a Convolutional Neural Network. Our method is based on the meaning of the image rather than the visual content. Additionally, we propose a heuristic-based approach for text analysis to predict users’ age and gender from Twitter. Both of the classifiers are based on text and images and they are compared with various similar approaches in the state of the art. Suggested categories are based on association rules conformed by the activity of thousands of users in order to estimate trends. Computer simulations showed that our approach can recommend interesting categories for a user analyzing his current interest and comparing this interest with similar users’ profiles or trends and, therefore, achieve an improved user profile. The proposed method is capable of predicting the user’s age with high accuracy, and at the same time, it is able to predict gender and category information from the user. The certainty that one or more suggested categories be interesting to people is higher for those users with a large number of publications.
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Imbesi, Silvia, and Sofia Scataglini. "A User Centered Methodology for the Design of Smart Apparel for Older Users." Sensors 21, no. 8 (April 16, 2021): 2804. http://dx.doi.org/10.3390/s21082804.

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Smart clothing plays a big role to foster innovation and to. boost health and well-being, improving the quality of the life of people, especially when addressed to niche users with particular needs related to their health. Designing smart apparel, in order to monitor physical and physiological functions in older users, is a crucial asset that user centered design is exploring, balancing needs expressed by the users with technological requirements related to the design process. In this paper, the authors describe a user centered methodology for the design of smart garments based on the evaluation of users’ acceptance of smart clothing. This comparison method can be considered as similar to a simplified version of the quality function deployment tool, and is used to evaluate the general response of each garment typology to different categories of requirements, determining the propensity of the older user to the utilization of the developed product. The suggested methodology aims at introducing in the design process a tool to evaluate and compare developed solutions, reducing complexity in design processes by providing a tool for the comparison of significant solutions, correlating quantitative and qualitative factors.
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Al-Qahtani, Fatima, and Emad Ahmed Abu-Shanab. "End User Satisfaction With Cloud Computing." International Journal of Healthcare Information Systems and Informatics 16, no. 4 (October 2021): 1–23. http://dx.doi.org/10.4018/ijhisi.295821.

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Cloud computing assures a faster, cheaper and more efficient rendering of resources, which leads to huge popularity among businesses and specifically the health sector. The major objective of this research is to identify the benefits of cloud computing (CC) and the factors influencing users satisfaction. Utilizing a survey collected from 219 employees, the research model was tested. Results indicated that employee compliance issues, security and privacy issues, economic benefits, operational benefits, functional benefits, and trust are all significant predictors of satisfaction. Management issues and private cloud risks were not significant predictors of satisfaction. The coefficient of determination R2 = 0.81. This study conducted comparisons between different categories of the sample based on their satisfaction level and concluded that age and education were significant discriminators, while gender, experience, and department were not. Conclusions and future research are stated in the last section.
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Jordan, M., J. Quitoriano, C. A. Ciro, J. W. Mold, and Z. J. Nagykaldi. "User-Centered Design and Usability Testing of an Innovative Health-Related Quality of Life Module." Applied Clinical Informatics 05, no. 04 (2014): 958–70. http://dx.doi.org/10.4338/aci-2014-08-ra-0067.

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SummaryObjectives: Various computerized health risk appraisals (HRAs) are available, but few of them assess health-related quality of life (HRQoL) in a goal-directed framework. This study describes the user-centered development and usability testing of an innovative HRQoL module that extends a validated HRA tool in primary care settings.Methods: Systematic user-centered design, usability testing, and qualitative methods were used to develop the HRQoL module in primary care practices. Twenty two patients and 5 clinicians participated in two rounds of interactive technology think-out-loud sessions (TOLs) and semi-structured interviews (SSIs) to iteratively develop a four-step, computerized process that collects information on patient goals for meaningful life activities and current level of disability and presents a personalized and prioritized list of preventive recommendations linked to online resources.Results: Analysis of TOLs and SSIs generated 5 categories and 11 sub-categories related to facilitators and barriers to usability and human-technology interaction. The categories included: Understanding the Purpose, Usability, Perceived Value, Literacy, and Participant Motivation. Some categories were inter-connected. The technology was continually and iteratively improved between sessions until saturation of positive feedback was achieved in 4 categories (addressing motivation will require more research). Usability of all screen units of the module was improved substantially. Clinician feedback emphasized the importance of the module’s ability to translate the patient-centered HRQoL Report into actionable items for clinicians to facilitate shared decision-making. Complete integration of the HRQoL module into the existing HRA will require further development and testing.Conclusions: Systematic application of user-centered design and human factors principles in technology development and testing may significantly improve the usability and clinical value of health information systems. This more sophisticated approach helped us translate complex clinical concepts, goal-setting steps, and decision-support processes into an accepted and value-added technology.Citation: Nagykaldi ZJ; Jordan M; Quitoriano J; Ciro CA; Mold JW. User-centered design and usability testing of an innovative health-related quality of life module. Appl Clin Inf 2014; 5: 958–970http://dx.doi.org/10.4338/ACI-2014-08-RA-0067
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Chen, Hao, Min Wang, and Zhen Zhang. "Research on Rural Landscape Preference Based on TikTok Short Video Content and User Comments." International Journal of Environmental Research and Public Health 19, no. 16 (August 16, 2022): 10115. http://dx.doi.org/10.3390/ijerph191610115.

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Landscape is the visual embodiment of the human–environment relationship. It is an important field for understanding and shaping the relationship between human society and the environment, and it is also the focus of multidisciplinary attention. Rural landscape construction is of great significance to the development of rural tourism and rural revitalization. The results and preferences from landscape evaluation are an important basis for landscape construction. This paper selected 222 rural landscape short video works published on the TikTok short video platform; extracted the basic elements of rural landscapes using video content analysis and according to grounded theory; condensed 32 basic categories and 12 main categories; and formed a rural landscape system composed of three core categories: rural ecological, living, and productive landscapes. The short video user comment data were mined using ROST CM6 software, to analyze the rural landscape preferences of video viewers. The results showed that the short video users had a high overall evaluation of rural landscapes, but there were differences among the three core rural landscape preference categories. Users had a high preference for the architectural landscape and ecological landscape in the rural lifestyle landscape but raised concerns about the impact of disharmonious infrastructure and service facilities, existing security risks, and environmental health on the rural landscape. This paper suggests that we should pay attention to the construction of rural artistic conceptions and the expression of nostalgia, enhance experiences to enhance perception, and strengthen the protection of natural and cultural landscapes.
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Matthews, N. F. "User Charges for Marine Aids to Navigation." Journal of Navigation 38, no. 1 (January 1, 1985): 114–18. http://dx.doi.org/10.1017/s0373463300038224.

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When considering user charges for the provision and maintenance of marine aids to navigation, it must be recognized that the basis on which they are calculated and levied is to a large extent due to historical accident. There is no internationally recognised system for levying these dues and every country has its own ideas as to how much money, if any, should be raised by this means.User charges paid by shipping for marine aids to navigation normally fall into two categories. First there are national charges which go towards the running of the national lighthouse authority, either in whole, or in part. Such charges are referred to in this paper as ‘light dues’.
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Baker, Jenifer M., Mark Spalding, and Jon Moore. "SENSITIVITY MAPPING WORLDWIDE: HARMONIZATION AND THE NEEDS OF DIFFERENT USER GROUPS." International Oil Spill Conference Proceedings 1995, no. 1 (February 1, 1995): 77–81. http://dx.doi.org/10.7901/2169-3358-1995-1-77.

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ABSTRACT Prospective user groups of sensitivity maps for oil spill response have a variety of needs related to different categories of oil spill, ranging from localized tier 1 spills at fixed installations (such as oil terminals) to catastrophic tier 3 spills. The latter may affect large areas and possibly more than one country. Uses of maps range from planning practical site-specific shore cleanup to strategic planning on a regional scale for “passing ship” scenarios in remote areas. The paper discusses different map types, map scales, categories of information to be included, and symbology, bearing in mind the requirements of different users. Reference is made to international examples. A considerable degree of harmonization of approach for sensitivity maps worldwide can be achieved. However, given that resources can vary tremendously from one region to another, it seems better to promote a broad consistency with respect to symbology rather than an exhaustively detailed scheme to cover every possible resource worldwide.
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45

Popovic, Vesna. "Expert and Novice User Differences and Implications for Product Design and Useability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 38 (July 2000): 933–36. http://dx.doi.org/10.1177/154193120004403869.

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This paper explores differences and similarities between novice and expert users of interactive artifacts. In order to achieve this, protocol analysis was used to identify users' cognitive categories, knowledge categories and knowledge representation. This research is based on the premises that knowledge — domain-specific knowledge in particular — plays a significant role in distinguishing a novice from an expert user, and the way in which they use technologically interactive devices. The differences between expert and novice users were compared and identified with associated knowledge and knowledge representation for each cognitive category. These constitute the features that differentiate them as they reflect the kind of processes, representations, strategies or knowledge organisation that may occur for each cognitive category during the interaction. The paper also addresses the transitional process through which a novice becomes an expert and concludes about this finding's implication to design.
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46

Artz, Kerstin, and Holger Wormer. "What recipients ask for: An analysis of ‘user question generated’ science coverage." Journalism 12, no. 7 (September 8, 2011): 871–88. http://dx.doi.org/10.1177/1464884911412826.

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This article analyses the potential of ‘user question generated content’ related to science coverage with the aim of rethinking editorial selection in science journalism. The analysis builds partly on a previous paper which proposed a modified theory of news values for science journalism. The present article is based on a differentiated content analysis of 6528 user-generated questions 1 to science editors in three German media (print, radio and television) with different target groups with respect to age, educational background and gender. A total of 3530 questions could be assigned to different scientific categories. Comparing the most popular categories with the most popular topics found in classical content analyses of science coverage, some important differences were found. In the conclusion, the potential of such audience-oriented surveys for the further development of science journalism in the digital age is discussed.
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47

Sheau-Ting, Low, Mastura Mohd Basri Baharan, Choong Weng-Wai, and Wee Siaw-Chui. "User preferences for communication channels on energy conservation." Facilities 37, no. 13/14 (October 7, 2019): 1066–81. http://dx.doi.org/10.1108/f-05-2018-0063.

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Purpose The purpose of this paper is to identify the preferred communication channels to foster energy conservation behaviour among office building users. Energy demand from the commercial sector in Malaysia is, at 33.2 per cent, the highest after the industry sector, at 45.1 per cent. The country’s progress in actively practising energy conservation is lacking, despite various energy conservation programmes having been launched in recent years. A large amount of energy is wasted by users’ poor energy conservation behaviour. To market voluntary energy conservation behaviour, the delivery of energy conservation messages using the appropriate communication channels remains an important strategy. Design/methodology/approach This paper involves two-stage data collection. The communication categories associated with a set of channels identified from expert interview serve as the basis for the second stage of empirical data gathering using conjoint analysis. A choice-based conjoint analysis assisted by Sawtooth Software is used to analyse the 525 usable empirical data gathered from a final questionnaire survey among the office building users in Malaysia. Findings This paper has identified five communication categories associated with a total of 19 channels. The mass media is acknowledged as the most preferred communication channel among office building users in the marketing of energy conservation behaviour, while the least preferred channel to communicate energy conservation information is audio-visual media. Originality/value This study contributes to existing literature with a novel case in Malaysia office building by identifying the preferred combination of communication channels in fostering energy conservation behaviour. The findings could benefit the building managers in marketing energy conservation behaviour among office building users to effectively achieve the desired change for sustainable development.
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Arora, Anshu Saxena, and Mahesh S. Raisinghani. "Redefining Web Users' Optimal Flow Experiences in Online Environments." International Journal of Web-Based Learning and Teaching Technologies 4, no. 3 (July 2009): 1–21. http://dx.doi.org/10.4018/jwbltt.2009090801.

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The article highlights a research study on consumer navigation behavior through the Web users’ optimal Flow experiences in the online environments. The research study establishes the empirical groundwork for measuring Web users’ Flow experiences in the Web environment. The article proposes a comprehensive definition of Flow on the basis of Comprehensive Process (Flow) Model of Network Navigation, considering that the Flow concept is a multidimensional concept in the “multi-activity” medium of the Web. Flow has been defined as a multi-dimensional and context-specific concept. Furthermore, the research article proposes that there are 10 Flow constructs (also called “the antecedents of Flow”) along with the three states of Flow, namely, Perfect Flow, Imperfect-Intensive Flow, and Imperfect Flow. Consumer Behavior on the Web is studied using the Flow concept for three categories of Flow users, namely, Perfect and Imperfect-Intensive Flow (PIIF) users, Imperfect Flow (IF) users, and Non-Flow (NF) users. These users achieve Flow depending on 10 Flow-constructs and three Flow states. Empirical results suggest a direct relationship between the Flow states and the Flow user categories and between expected Web user in the future (EXPUSE) and the Flow user categories. This research study provides a basis for future researchers to study consumer navigation behavior on the Web using the Flow concept for three categories of Flow users through 10 Flow constructs and three Flow states. The research has significant implications for theory and practice.
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Barravecchia, Federico, Luca Mastrogiacomo, and Fiorenzo Franceschini. "Categorizing Quality Determinants in Mining User-Generated Contents." Sustainability 12, no. 23 (November 27, 2020): 9944. http://dx.doi.org/10.3390/su12239944.

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User-Generated Contents (UGCs) are gaining increasing popularity as a source of valuable information for companies to manage the quality of their products, services and Product-Service Systems (PSS). This paper aims at proposing a novel approach to identify and categorize quality determinants through the analysis of an extensive database of UGCs. In detail, this paper applies a topic modeling algorithm (Structural Topic Model) to identify quality determinants and introduces the Mean Rating Proportion measurement for their classification into three categories: negative, positive and neutral quality determinants. The application of the proposed methodology is exemplified through the analysis of a PSS case study (car-sharing).
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Birovljev, Jelena, Željko Vojinović, and Vera Mirović. "Functional Dependence of Pension User Categories in Relation to the Total Number of the Employed." Economic Themes 53, no. 3 (September 1, 2015): 354–75. http://dx.doi.org/10.1515/ethemes-2015-0021.

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Abstract When and how will one country take care of its workers who are left due to their injury, illness, death or old age without ability to care for their existence, and who contributed most of their life as tax payers. The role of the social system is just that. Social systems of intergenerational solidarity operate for decades in all European countries, regardless of their political and economic structure and level of development. Number of employees within a pension system is dependent on many factors, but it is also independent compared to the category of pensioners and possibilities of functioning of the pension system. The total number of beneficiaries directly derived from the number of employees in some earlier period, while the possibility of pension payments vary depending on the current number of workers. Some categories may behave differently in relation to the total number of employed in an economic system, but the functioning of the pension system is depending on this indicator. In Serbia, for years the number of deaths exceeded the number of births, large-scale migration of citizens, the progress of medical science as a factor of increased life expectancy of people, higher rates of unemployment, longer years of service until retirement and some other less significant factors influenced the disproportion in the number of employees in relation to the number of pensioners. This resulted in a very poor state of the pension system and caused the question of its future functioning. A social problem is getting more difficult to resolve, in quality and quantitative terms, because its main source of inflow of funds is in constant decline while expenditures are increased.
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