Although today’s users of mobile phones are afforded increasing control as the popularity and richness of information provided by smartphones increases, how these users make choices and evaluations cannot be explicit...Although today’s users of mobile phones are afforded increasing control as the popularity and richness of information provided by smartphones increases, how these users make choices and evaluations cannot be explicitly expressed. This study uses an acute observation of designers of technology and aesthetics to conduct a mental-model analysis of smartphones with the purpose of explicitly identifying the differences in the schemas of users. This study also modifies the mental model to evaluate the practicability of the mental model. Hence, this study investigates groups of subjects, comparing freshmen and graduating students froma college of design, and adopts a schematized data collection and analysis approach, Interactive Qualitative Analysis (IQA), to ascertain the relationships between factors and establish a complete user mental model. The study results present 11 primary affinity factors: “Pricing,” “Advertisement,” “User Interface,” “Innovation Functions,” “System Maintenance,” “Privacy,” “Utility Functions,” “Personalization,” “Network Performance,” “Customer Service,” and “Multimedia Contents.” The primary driver in evaluating smartphones is found to be “Pricing” for graduating students and “Privacy” for freshmen. The two groups share the same final effect factor, “Multimedia Contents.” This study has successfully identified differences between the different mental models of the two groups, supporting the method that using IQA to perform a quality evaluation of social networking for smartphones is effective. Consequently, platform developers can understand user demand through a mental model and can design good platform functions to effectively improve users’ experience of smartphones.展开更多
Internet takes a role as a place for communication between people beyond a space simply for the acquisition of information.Recently,social network service(SNS)reflecting human’s basic desire for talking and communica...Internet takes a role as a place for communication between people beyond a space simply for the acquisition of information.Recently,social network service(SNS)reflecting human’s basic desire for talking and communicating with others is focused on around the world.And location-based service(LBS)is a service that provides various life conveniences like improving productivity through location information,such as GPS and WiFi.This paper suggests an application combining LBS and SNS based on Android OS.By using smart phone which is personal mobile information equipment,it combines location information with user information and SNS so that the service can be developed.It also maximizes sharing and use of information via twit based on locations of friends.This proposed system is aims for users to show online identity more actively and more conveniently.展开更多
Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,s...Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,spatial and social correlation.Recommending friends instantly based on current location of users in the real world has become increasingly popular in LMSN.However,the existing friend recommendation methods based on topological structures of a social network or non-topological information such as similar user profiles cannot well address the instant making friends in the real world.In this article,we analyze users' check-in behavior in a real LMSN site named Gowalla.According to this analysis,we present an approach of recommending friends instantly for LMSN users by considering the real-time physical location proximity,offline behavior similarity and friendship network information in the virtual community simultaneously.This approach effectively bridges the gap between the offline behavior of users in the real world and online friendship network information in the virtual community.Finally,we use the real user check-in dataset of Gowalla to verify the effectiveness of our approach.展开更多
The popularity of news,which conveys newsworthy events which occur during day to people,is substantially important for the spectator or audience.People interact with news website and share news links or their opinions...The popularity of news,which conveys newsworthy events which occur during day to people,is substantially important for the spectator or audience.People interact with news website and share news links or their opinions.This study uses supervised learning based machine learning techniques in order to predict news popularity in social media sources.These techniques consist of basically two phrases:a)the training data is sent as input to the classifier algorithm,b)the performance of prelearned algorithm is tested on the testing data.And so,a knowledge discovery from the data is performed.In this context,firstly,twelve datasets from a set of data are obtained within the frame of four categories:Economic,Microsoft,Obama and Palestine.Second,news popularity prediction in social network services is carried out by utilizing Gradient Boosted Trees,Multi-Layer Perceptron and Random Forest learning algorithms.The prediction performances of all algorithms are examined by considering Mean Absolute Error,Root Mean Squared Error and the R-squared evaluation metrics.The results show that most of the models designed by using these algorithms are proved to be applicable for this subject.Consequently,a comprehensive study for the news prediction is presented,using different techniques,drawing conclusions about the performances of algorithms in this study.展开更多
Users can obtain the information through a basic web searching and find the answer to the questions directly,but maybe the expected answer does not exist.Besides,we do not know the update of new information in time.Th...Users can obtain the information through a basic web searching and find the answer to the questions directly,but maybe the expected answer does not exist.Besides,we do not know the update of new information in time.The online social networking services spread quickly and store many user data,but these data are worth less and may be unreliable answer to users’ questions.Users can obtain the simple answer but can not expect more additional information in knowledge question-answering(QA)system.In this paper,we design the system with the advantages of knowledge QA system,web searching and characteristics of social networking service for providing social network channel based on the query and answer without users’ contact network.The user can obtain real-time answers by the user network interested in users’ querires through the network channel of this system,get the additional information effectively and share it with others in the social network channel in this system.展开更多
This article discusses a possible approach for telecom operators to achieve converged telecom and Internet services. It involves integrally developing telecom networks and Internet businesses through the convergence o...This article discusses a possible approach for telecom operators to achieve converged telecom and Internet services. It involves integrally developing telecom networks and Internet businesses through the convergence of their instant news and social networking services. Some background, benefits for telecom operators, and possible challenges are analyzed. A new service convergence approach such as this can also facilitate triple-screen and multi-screen convergence in the future.展开更多
The Systematic Literature Review(SLR)presented in the document focuses on the acceptance of social media(SM)platforms,particularly through the lens of the Unified Theory of Acceptance and Use of Technology(UTAUT),Tech...The Systematic Literature Review(SLR)presented in the document focuses on the acceptance of social media(SM)platforms,particularly through the lens of the Unified Theory of Acceptance and Use of Technology(UTAUT),Technology Acceptance Model(TAM),Theory of Planned Behavior(TPB)and other relevant theories.The review involves a comprehensive analysis of the most used theories of acceptance models,the methods for selecting studies,and the results and findings from the reviewed studies.The study also discusses the accomplishment of research goals and creates a research framework to guide future research.The geographic scope of the studies is also examined,providing insights into the distribution of studies across different countries.The review adheres to the PRISMA(Preferred Reporting Items for Systematic Reviews and meta-Analyses)guidelines for reporting systematic reviews and employs a theory-based approach,categorizing selected articles based on their theoretical foundations.The review’s methodology involves the use of empirical evidence that meets predetermined inclusion criteria and addresses specific research questions.The document provides a detailed account of the steps involved in the systematic review,including the identification,screening,eligibility determination,and selection of studies.The review also offers implications for theory and practice,addresses limitations,and suggests areas for future research.展开更多
The present study aimed to design, develop, operate and evaluate a sightseeing navigation system in order to support foreign tourists' efficient acquisition of sightseeing spot information in Japanese urban tourist a...The present study aimed to design, develop, operate and evaluate a sightseeing navigation system in order to support foreign tourists' efficient acquisition of sightseeing spot information in Japanese urban tourist areas, about which a variety of information is transmitted, by enabling information to be accumulated, shared and recommended. The system was developed by integrating Web-GIS (Geographic Information Systems), SNS (Social Networking Services) as well as the recommendation system into a single system. The system used the non-language information such as signs, marks and pictograms in addition to English information, and displayed sightseeing spot information and conduct navigation on 2D and 3D digital maps of the Web-GIS. Additionally, the system was operated for two weeks in the central part of Yokohama city in Kanagawa Prefecture, Japan, and the total number of users was 54. Based on the results of the web questionnaire survey, all of the specific functions are highly evaluated, and the usefulness of the system when sightseeing was excellent. From the results of the access analysis of users' log data, it is evident that it can be said that the system was mainly used before sightseeing and users confirm their favorite sightseeing spots and made their tour planning in advance, using 2D and 3D digital maps.展开更多
It has also become possible for people to easily acquire tourism information that matches their own particular tastes using the internet, so tourism has taken a more diverse range of forms. One of these is “content t...It has also become possible for people to easily acquire tourism information that matches their own particular tastes using the internet, so tourism has taken a more diverse range of forms. One of these is “content tourism” that became popular in recent Japan. Sgains such a backdrop, the present study aimed to design, develop, operate and evaluate a system that integrated three subsidiary systems including Web-geographic information systems (GIS), a tourism information system and social networking service (SNS) in order to support walking-based content tourism. This made it possible to create sightseeing routes and to submit, store, and view tourist attraction information. Additionally, the system was operated for one month in Chofu City, Tokyo Metropolis, and the total number of users was 42. During the operation period, 12 new sightseeing routes were created and 30 new tourist attractions were submitted. Based on the results of the web questionnaire survey, users highly evaluated the key functions of the system and the overall system. However, of those key functions, evaluations were somewhat low for the ease of operation of the creation function of sightseeing route, so the improvements must be made. From the results of the access log analysis of users’ log data, the total number of sessions in this system was 134, 64% used PCs, 36% used mobile devices, Therefore, the approach of designing the system such that the same functions could be used regardless of the type of device one is using was an effective design approach.展开更多
文摘Although today’s users of mobile phones are afforded increasing control as the popularity and richness of information provided by smartphones increases, how these users make choices and evaluations cannot be explicitly expressed. This study uses an acute observation of designers of technology and aesthetics to conduct a mental-model analysis of smartphones with the purpose of explicitly identifying the differences in the schemas of users. This study also modifies the mental model to evaluate the practicability of the mental model. Hence, this study investigates groups of subjects, comparing freshmen and graduating students froma college of design, and adopts a schematized data collection and analysis approach, Interactive Qualitative Analysis (IQA), to ascertain the relationships between factors and establish a complete user mental model. The study results present 11 primary affinity factors: “Pricing,” “Advertisement,” “User Interface,” “Innovation Functions,” “System Maintenance,” “Privacy,” “Utility Functions,” “Personalization,” “Network Performance,” “Customer Service,” and “Multimedia Contents.” The primary driver in evaluating smartphones is found to be “Pricing” for graduating students and “Privacy” for freshmen. The two groups share the same final effect factor, “Multimedia Contents.” This study has successfully identified differences between the different mental models of the two groups, supporting the method that using IQA to perform a quality evaluation of social networking for smartphones is effective. Consequently, platform developers can understand user demand through a mental model and can design good platform functions to effectively improve users’ experience of smartphones.
基金MKE(the Ministry of Knowledge Economy),Korea,under the ITRC(Infor mation Technology Research Center)support program supervised by the NIPA(National IT Industry Promotion Agency)(NIPA-2011-C1090-1121-0010)
文摘Internet takes a role as a place for communication between people beyond a space simply for the acquisition of information.Recently,social network service(SNS)reflecting human’s basic desire for talking and communicating with others is focused on around the world.And location-based service(LBS)is a service that provides various life conveniences like improving productivity through location information,such as GPS and WiFi.This paper suggests an application combining LBS and SNS based on Android OS.By using smart phone which is personal mobile information equipment,it combines location information with user information and SNS so that the service can be developed.It also maximizes sharing and use of information via twit based on locations of friends.This proposed system is aims for users to show online identity more actively and more conveniently.
基金National Key Basic Research Program of China (973 Program) under Grant No.2012CB315802 and No.2013CB329102.National Natural Science Foundation of China under Grant No.61171102 and No.61132001.New generation broadband wireless mobile communication network Key Projects for Science and Technology Development under Grant No.2011ZX03002-002-01,Beijing Nova Program under Grant No.2008B50 and Beijing Higher Education Young Elite Teacher Project under Grant No.YETP0478
文摘Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,spatial and social correlation.Recommending friends instantly based on current location of users in the real world has become increasingly popular in LMSN.However,the existing friend recommendation methods based on topological structures of a social network or non-topological information such as similar user profiles cannot well address the instant making friends in the real world.In this article,we analyze users' check-in behavior in a real LMSN site named Gowalla.According to this analysis,we present an approach of recommending friends instantly for LMSN users by considering the real-time physical location proximity,offline behavior similarity and friendship network information in the virtual community simultaneously.This approach effectively bridges the gap between the offline behavior of users in the real world and online friendship network information in the virtual community.Finally,we use the real user check-in dataset of Gowalla to verify the effectiveness of our approach.
文摘The popularity of news,which conveys newsworthy events which occur during day to people,is substantially important for the spectator or audience.People interact with news website and share news links or their opinions.This study uses supervised learning based machine learning techniques in order to predict news popularity in social media sources.These techniques consist of basically two phrases:a)the training data is sent as input to the classifier algorithm,b)the performance of prelearned algorithm is tested on the testing data.And so,a knowledge discovery from the data is performed.In this context,firstly,twelve datasets from a set of data are obtained within the frame of four categories:Economic,Microsoft,Obama and Palestine.Second,news popularity prediction in social network services is carried out by utilizing Gradient Boosted Trees,Multi-Layer Perceptron and Random Forest learning algorithms.The prediction performances of all algorithms are examined by considering Mean Absolute Error,Root Mean Squared Error and the R-squared evaluation metrics.The results show that most of the models designed by using these algorithms are proved to be applicable for this subject.Consequently,a comprehensive study for the news prediction is presented,using different techniques,drawing conclusions about the performances of algorithms in this study.
基金Industrial Strategic Technology Development Program,Development of a Cognitive Planning and Learning Model for Mobile Platforms(No.10035348) funded by MKE(the Ministry of Knowledge Economy),Korea
文摘Users can obtain the information through a basic web searching and find the answer to the questions directly,but maybe the expected answer does not exist.Besides,we do not know the update of new information in time.The online social networking services spread quickly and store many user data,but these data are worth less and may be unreliable answer to users’ questions.Users can obtain the simple answer but can not expect more additional information in knowledge question-answering(QA)system.In this paper,we design the system with the advantages of knowledge QA system,web searching and characteristics of social networking service for providing social network channel based on the query and answer without users’ contact network.The user can obtain real-time answers by the user network interested in users’ querires through the network channel of this system,get the additional information effectively and share it with others in the social network channel in this system.
文摘This article discusses a possible approach for telecom operators to achieve converged telecom and Internet services. It involves integrally developing telecom networks and Internet businesses through the convergence of their instant news and social networking services. Some background, benefits for telecom operators, and possible challenges are analyzed. A new service convergence approach such as this can also facilitate triple-screen and multi-screen convergence in the future.
文摘The Systematic Literature Review(SLR)presented in the document focuses on the acceptance of social media(SM)platforms,particularly through the lens of the Unified Theory of Acceptance and Use of Technology(UTAUT),Technology Acceptance Model(TAM),Theory of Planned Behavior(TPB)and other relevant theories.The review involves a comprehensive analysis of the most used theories of acceptance models,the methods for selecting studies,and the results and findings from the reviewed studies.The study also discusses the accomplishment of research goals and creates a research framework to guide future research.The geographic scope of the studies is also examined,providing insights into the distribution of studies across different countries.The review adheres to the PRISMA(Preferred Reporting Items for Systematic Reviews and meta-Analyses)guidelines for reporting systematic reviews and employs a theory-based approach,categorizing selected articles based on their theoretical foundations.The review’s methodology involves the use of empirical evidence that meets predetermined inclusion criteria and addresses specific research questions.The document provides a detailed account of the steps involved in the systematic review,including the identification,screening,eligibility determination,and selection of studies.The review also offers implications for theory and practice,addresses limitations,and suggests areas for future research.
文摘The present study aimed to design, develop, operate and evaluate a sightseeing navigation system in order to support foreign tourists' efficient acquisition of sightseeing spot information in Japanese urban tourist areas, about which a variety of information is transmitted, by enabling information to be accumulated, shared and recommended. The system was developed by integrating Web-GIS (Geographic Information Systems), SNS (Social Networking Services) as well as the recommendation system into a single system. The system used the non-language information such as signs, marks and pictograms in addition to English information, and displayed sightseeing spot information and conduct navigation on 2D and 3D digital maps of the Web-GIS. Additionally, the system was operated for two weeks in the central part of Yokohama city in Kanagawa Prefecture, Japan, and the total number of users was 54. Based on the results of the web questionnaire survey, all of the specific functions are highly evaluated, and the usefulness of the system when sightseeing was excellent. From the results of the access analysis of users' log data, it is evident that it can be said that the system was mainly used before sightseeing and users confirm their favorite sightseeing spots and made their tour planning in advance, using 2D and 3D digital maps.
文摘It has also become possible for people to easily acquire tourism information that matches their own particular tastes using the internet, so tourism has taken a more diverse range of forms. One of these is “content tourism” that became popular in recent Japan. Sgains such a backdrop, the present study aimed to design, develop, operate and evaluate a system that integrated three subsidiary systems including Web-geographic information systems (GIS), a tourism information system and social networking service (SNS) in order to support walking-based content tourism. This made it possible to create sightseeing routes and to submit, store, and view tourist attraction information. Additionally, the system was operated for one month in Chofu City, Tokyo Metropolis, and the total number of users was 42. During the operation period, 12 new sightseeing routes were created and 30 new tourist attractions were submitted. Based on the results of the web questionnaire survey, users highly evaluated the key functions of the system and the overall system. However, of those key functions, evaluations were somewhat low for the ease of operation of the creation function of sightseeing route, so the improvements must be made. From the results of the access log analysis of users’ log data, the total number of sessions in this system was 134, 64% used PCs, 36% used mobile devices, Therefore, the approach of designing the system such that the same functions could be used regardless of the type of device one is using was an effective design approach.