首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 500 毫秒
1.
As the volume and breadth of online information is rapidly increasing, ad hoc search systems become less and less efficient to answer information needs of modern users. To support the growing complexity of search tasks, researchers in the field of information developed and explored a range of approaches that extend the traditional ad hoc retrieval paradigm. Among these approaches, personalized search systems and exploratory search systems attracted many followers. Personalized search explored the power of artificial intelligence techniques to provide tailored search results according to different user interests, contexts, and tasks. In contrast, exploratory search capitalized on the power of human intelligence by providing users with more powerful interfaces to support the search process. As these approaches are not contradictory, we believe that they can re-enforce each other. We argue that the effectiveness of personalized search systems may be increased by allowing users to interact with the system and learn/investigate the problem in order to reach the final goal. We also suggest that an interactive visualization approach could offer a good ground to combine the strong sides of personalized and exploratory search approaches. This paper proposes a specific way to integrate interactive visualization and personalized search and introduces an adaptive visualization based search system Adaptive VIBE that implements it. We tested the effectiveness of Adaptive VIBE and investigated its strengths and weaknesses by conducting a full-scale user study. The results show that Adaptive VIBE can improve the precision and the productivity of the personalized search system while helping users to discover more diverse sets of information.  相似文献   

2.
Categorized overviews of web search results are a promising way to support user exploration, understanding, and discovery. These search interfaces combine a metadata-based overview with the list of search results to enable a rich form of interaction. A study of 24 sophisticated users carrying out complex tasks suggests how searchers may adapt their search tactics when using categorized overviews. This mixed methods study evaluated categorized overviews of web search results organized into thematic, geographic, and government categories. Participants conducted four exploratory searches during a 2-hour session to generate ideas for newspaper articles about specified topics such as “human smuggling.” Results showed that subjects explored deeper while feeling more organized, and that the categorized overview helped subjects better assess their results, although no significant differences were detected in the quality of the article ideas. A qualitative analysis of searcher comments identified seven tactics that participants reported adopting when using categorized overviews. This paper concludes by proposing a set of guidelines for the design of exploratory search interfaces. An understanding of the impact of categorized overviews on search tactics will be useful to web search researchers, search interface designers, information architects and web developers.  相似文献   

3.
Participation in and adding content to social tagging tools is important for these tools to achieve their purpose of classifying and organizing information. Users of social tagging tools are driven to participate and add tags by extrinsic and intrinsic motivation. Extrinsic motivation is dominating research as a main predictor of why users use information systems. Social tagging tools, as a subset of social media tools, are distinguished by their unique social aspect that makes intrinsic motivation a potential driver for users to add tags to content. Intrinsic motivation, when applied to social tagging tools, could entail many shades that represent different users’ motives for using such tools. In this paper, we add a rich concept of intrinsic motivation to include hedonism as a main predictor of users’ behavior on social tagging tools. We empirically validate a previously proposed theoretical model of three dimensional concepts of hedonism with three components describing individuals’ hedonic state when interacting with social tagging tools: explorability, curiosity, and enjoyment. After a robust and thorough data analysis using structured equation modeling, the results confirm our theoretical model and suggest using a richer concept of enjoyment to reflect a hedonic dimension when investigating intrinsic motivation with interactive social media tools. Our validated model could be the spark of new factors that have the potential to influence user acceptance of information systems in general and in social media tools. This research contributes to the development of attitude-behavior theories that could explain users’ acceptance of dynamic web  相似文献   

4.
This study aims to explore the relationships between user interaction and digital libraries (DLs) evaluation. User interaction is a multi-dimensional construct and recognized as three dimensions in this study, as user interaction with: information resource; interface; and, tasks. DL evaluation is considered from the user's perspective and defined as users’ perception of DL performance from different perspectives, including the support of DL's interaction design to user interaction (labeled as interaction-design-based (IDB) evaluation), the support of task completion (labeled as task-based evaluation), and a DL's overall performance (labeled as overall evaluation). An experiment with 48 participants was conducted using the China National Knowledge Infrastructure (CNKI (http://cnki.net/), the most widely used digital library in China). Participants searched for four simulated work tasks and one real work task during the experiment, subsequently evaluating their interaction with information resource, interface, and tasks, and DL performance from different perspectives before or after the search. Correlation analysis and stepwise regression analysis were conducted to examine the relationships. The results indicate that a list of factors related to different dimensions of user interaction can significantly predict or be correlated to users’ evaluation of DL performance from different perspectives, including appropriateness, rich and valid links, reasonable page layout, salience of topics, search task difficulty, well-organized web site, easy to learn, accessibility, usefulness, familiarity with task procedure, etc. These factors surface as the most critical criteria for DL evaluation. Based on the results, an integrated DL evaluation framework is developed. The study adds new knowledge about how tasks affect DL evaluation. It has implications for improving the efficiency of DL evaluation and helping DL developers design DLs to better support users’ interaction, task completion, and their overall experience with DLs.  相似文献   

5.
6.
7.
This study investigates how resource genres affect the specificity or level of abstraction of user-generated tags. This study found significant variations in frequency of assignment of superordinate, subordinate and basic level terms representing news, blog and ecommerce resource genres. Study observed users’ preferences to represent news and blog resources with basic or subordinate level tags and ecommerce resources with superordinate and basic level of tags. Study also observed multifaceted representation of resource genres, suggesting that use of genre tags is “situated” and grounded in language. This study suggests that representation of knowledge based on resource genres and levels of abstraction of user-generated tags may improve representation, organization, and findability of the resources in the distributed knowledge environments.  相似文献   

8.
Achieving the anticipated business benefits of a social medium is important as organizations diligently invest in different social media platforms. While much previous research assumes that social media helps organizations to communicate with customers, less is known about whether customers embrace using social media to interact with organizations. It is important to understand the role of social media for business communication from the customers’ perspective, as this may significantly deviate from the organizations’ own communicative intentions. In this exploratory case study of the Moon Struck hotel in China, we investigate both how customers interpret the hotel’s use of WeChat official account for business communication and how customers respond to messages received from Moon Struck’s WeChat account. Adopting a symbolic interactionism perspective, we surprisingly find that WeChat personal accounts and Moon Struck’s official account offer radically different meanings to followers. Specifically, WeChat personal account symbolizes a sociality-oriented meaning (e.g., relationship and image building), while Moon Struck’s WeChat official account symbolizes information broadcasting-related meaning (e.g., selling, advertising, and branding). Both technological features and the distance of relationships among users contribute to the constructed symbolic meaning of technology, subsequently affecting users’ WeChat use patterns. The theoretical implications of this study are discussed and recommendations are made for future research and practice.  相似文献   

9.
Recent years have seen a profound change in how most users interact with search engines: the majority of search requests now come from mobile devices, which are used in a number of distracting contexts. This use of mobile devices in various situational contexts away from a desk presents a range of novel challenges for users and, consequently, possibilities for interface improvements. However, there is at present a lack of work that evaluates interaction in such contexts to understand what effects context and mobility have on behaviour and errors and, ultimately, users’ search performance.Through a controlled study, in which we simulate walking conditions on a treadmill and obstacle course, we use a combination of interaction logs and multiple video streams to capture interaction behaviour as participants (n = 24) complete simple search tasks. Using a bespoke tagging tool to analyse these recordings, we investigate how situational context and distractions impact user behaviour and performance, contrasting this with users in a baseline, seated condition. Our findings provide insights into the issues these common contexts cause, how users adapt and how such interfaces could be improved.  相似文献   

10.
Astronomy, like many domains, already has several sets of terminology in general use, referred to as controlled vocabularies. For example, the keywords for tagging journal articles, or the taxonomy of terms used to label image files. These existing vocabularies can be encoded into skos, a W3C proposed recommendation for representing vocabularies on the Semantic Web, so that computer systems can help users to search for and discover resources tagged with vocabulary concepts. However, this requires a search mechanism to go from a user-supplied string to a vocabulary concept.  相似文献   

11.
The primary aim of location recommendation is to predict users’ future movement by modeling user preference. Multiple types of information have been adopted in profiling users; however, simultaneously combining them for a better recommendation is challenging. In this study, a novel location recommendation method that incorporates geographical, categorical, and social preferences with location popularity is proposed. Experimental results on two public datasets show that the proposed method significantly outperforms two state-of-the-art recommendation methods. Geographical preference generally shows more importance than both categorical and social preferences. A category hierarchy that unleashes the independent assumption of location tags improves categorical preference. Location popularity proves to be a useful metric in ranking candidate locations. The findings of this study can provide practical guidelines for location recommendation services.  相似文献   

12.
Collaborative and co-located information access is becoming increasingly common. However, fairly little attention has been devoted to the design of ubiquitous computing approaches for spontaneous exploration of large information spaces enabling co-located collaboration. We investigate whether an entity-based user interface provides a solution to support co-located search on heterogeneous devices. We present the design and implementation of QueryTogether, a multi-device collaborative search tool through which entities such as people, documents, and keywords can be used to compose queries that can be shared to a public screen or specific users with easy touch enabled interaction. We conducted mixed-methods user experiments with twenty seven participants (nine groups of three people), to compare the collaborative search with QueryTogether to a baseline adopting established search and collaboration interfaces. Results show that QueryTogether led to more balanced contribution and search engagement. While the overall s-recall in search was similar, in the QueryTogether condition participants found most of the relevant results earlier in the tasks, and for more than half of the queries avoided text entry by manipulating recommended entities. The video analysis demonstrated a more consistent common ground through increased attention to the common screen, and more transitions between collaboration styles. Therefore, this provided a better fit for the spontaneity of ubiquitous scenarios. QueryTogether and the corresponding study demonstrate the importance of entity based interfaces to improve collaboration by facilitating balanced participation, flexibility of collaboration styles and social processing of search entities across conversation and devices. The findings promote a vision of collaborative search support in spontaneous and ubiquitous multi-device settings, and better linking of conversation objects to searchable entities.  相似文献   

13.
The results from a series of three experiments that used Text Retrieval Conference (TREC) data and TREC search topics are compared. These experiments each involved three novel user interfaces (one per experiment). User interfaces that made it easier for users to view text were found to improve recall in all three experiments. A distinction was found between a cluster of subjects (a majority of whom were search experts) who tended to read fewer documents more carefully (readers, or exclusives) and subjects who skimmed through more documents without reading them as carefully (skimmers, or inclusives). Skimmers were found to have significantly better recall overall. A major outcome from our experiments at TREC and with the TREC data, is that hypertext interfaces to information retrieval (IR) tasks tend to increase recall. Our interpretation of this pattern of results across the three experiments is that increased interaction with the text (more pages viewed) generally improves recall. Findings from one of the experiments indicated that viewing a greater diversity of text on a single screen (i.e., not just more text per se, but more articles available at once) may also improve recall. In an experiment where a traditional (type-in) query interface was contrasted with a condition where queries were marked up on the text, the improvement in recall due to viewing more text was more pronounced with search novices. Our results demonstrate that markup and hypertext interfaces to text retrieval systems can benefit recall and can also benefit novices. The challenge now will be to find modified versions of hypertext interfaces that can improve precision, as well as recall and that can work with users who prefer to use different types of search strategy or have different types of training and experience.  相似文献   

14.
Human interpretation of images during image annotation is complicated, but most existing interactive image annotation systems are generally operated based on social tagging, while ignoring that tags are insufficient to convey image semantics. Hence, it is critical to study the nature of image annotation behaviors and process. This study investigated annotation tactics, transitions, strategies and their efficiency during the image annotation process. A total of 90 participants were recruited to annotate nine pictures in three emotional dimensions with three interactive annotation methods. Data collected from annotation logs and verbal protocols were analyzed by applying both qualitative and quantitative methods. The findings of this study show that the cognitive process of human interpretation of images is rather complex, which reveals a probable bias in research involving image relevance feedback. Participants preferred applying scroll bar (Scr) and image comparison (Cim) tactics comparing with rating tactic (Val), and they did fewer fine tuning activities, which reflects the influence of perceptual level and users’ cognitive load during image annotation. Annotation tactic transition analysis showed that Cim was more likely to be adopted at the beginning of each phase, and the most remarkable transition was from Cim to Scr. By applying sequence analysis, the authors found 10 most commonly used sequences representing four types of annotation strategies, including Single tactic strategy, Tactic combination strategy, Fix mode strategy and Shift mode strategy. Furthermore, two patterns, “quarter decreasing” and “transition cost,” were identified based on time data, and both multiple tactics (e.g., the combination of Cim and Scr) and fine tuning activities were recognized as efficient tactic applications. Annotation patterns found in this study suggest more research needs to be done considering the need for multi-interactive methods and their influence. The findings of this study generated detailed and useful guidance for the interactive design in image annotation systems, including recommending efficient tactic applications in different phases, highlighting the most frequently applied tactics and transitions, and avoiding unnecessary transitions.  相似文献   

15.
本文利用SOM神经网络的自组织特征,对delicious网站的典型标签族进行分类,从而识别社会化标注系统中标签的语义维度,为信息用户对标签的使用提供语义方面的参考。  相似文献   

16.
This paper is concerned with some aspects of database interfaces for casual, naive users. A “casual user” is defined as an individual who wishes to execute queries once or twice a month, and a “naive user” is someone who has little or no expertise in operating computers. The study focuses on a specific group of casual, naive users, analyzes their needs and proposes a solution. The proposed interface consists of a graphical display of a model of a database and a natural language query language. One of the unique properties of the database interface is that it allows the user to see local item names within the context of a global structure. The interface was then tested to determine whether it was acceptable to the user population and to discover the level of graphical model that the users would find most comfortable.  相似文献   

17.
In recent years, there has been a rapid growth of user-generated data in collaborative tagging (a.k.a. folksonomy-based) systems due to the prevailing of Web 2.0 communities. To effectively assist users to find their desired resources, it is critical to understand user behaviors and preferences. Tag-based profile techniques, which model users and resources by a vector of relevant tags, are widely employed in folksonomy-based systems. This is mainly because that personalized search and recommendations can be facilitated by measuring relevance between user profiles and resource profiles. However, conventional measurements neglect the sentiment aspect of user-generated tags. In fact, tags can be very emotional and subjective, as users usually express their perceptions and feelings about the resources by tags. Therefore, it is necessary to take sentiment relevance into account into measurements. In this paper, we present a novel generic framework SenticRank to incorporate various sentiment information to various sentiment-based information for personalized search by user profiles and resource profiles. In this framework, content-based sentiment ranking and collaborative sentiment ranking methods are proposed to obtain sentiment-based personalized ranking. To the best of our knowledge, this is the first work of integrating sentiment information to address the problem of the personalized tag-based search in collaborative tagging systems. Moreover, we compare the proposed sentiment-based personalized search with baselines in the experiments, the results of which have verified the effectiveness of the proposed framework. In addition, we study the influences by popular sentiment dictionaries, and SenticNet is the most prominent knowledge base to boost the performance of personalized search in folksonomy.  相似文献   

18.
Software users have different sets of personal values, such as benevolence, self-direction, and tradition. Among other factors, these personal values influence users’ emotions, preferences, motivations, and ways of performing tasks—and hence, information needs. Studies of user acceptance indicate that personal traits like values and related soft issues are important for the user’s approval of software. If a user’s dominant personal value were known, software could automatically show an interface variant which offers information and functionality that best matches his or her dominant value. A user’s dominant personal value is the one that most strongly influences his or her attitudes and behaviors. However, existing methods for measuring a user’s values are work intensive and/or interfere with the user’s privacy needs. If interface tailoring for very large groups of users is planned, value approximation has to be achieved on a large scale to assign individualized software to all users of the software. Our work focuses on approximating the dominant values of a user with less effort and less impact on privacy. Instead of probing for a user’s values directly, we explore the potential of approximating these values based on the user’s preferences for key tasks. Producing tailored versions of software is a separate topic not in the focus here. In this paper we rather describe a method to identify user values from task preferences and an empirical study of applying parts of this method. We are proposing the method in this paper for the first time except for a preliminary version orally presented at a workshop. The method consists of a research process and an application process. In the research process a researcher has to identify key tasks occurring in a context under investigation which have a relationship to personal values. These key tasks can be used in the application process to approximate the dominant values of new users in a similar context. In this empirical study we show that the research process of our method allows us to determine key tasks which approximate values in the shared context of nursing. The majority of the nurses were found to have one of the three following dominant values: benevolence, self-direction, or hedonism. Data confirmed common expectations: that nurses with the value of benevolence, when compared to all other nurses, had a higher preference for tasks which helped people immediately or improved their circumstances of the treatment. In relation to all other nurses, participants with self-direction disliked tasks which affected their personal freedom, and users with hedonism had a lower preference for tasks which involved physical work and preferred tasks which promised gratification. Our findings advance measurement of personal values in large user groups by asking questions with less privacy concern. However, the method requires substantial efforts during the initial research process to prepare such measurements. Future work includes replicating our method in other contexts and identifying value-dependent tasks for users with other values than the three values our empirical study mainly focused on.  相似文献   

19.
Many user-centred studies of electronic information resources include a think-aloud element – where users are asked to verbalise their thoughts, interface actions and sometimes their feelings whilst using these resources to help them complete one or more information tasks. These studies are usually conducted with the purpose of identifying usability issues related to the resource(s) used or understanding aspects of users’ information behaviour. However, few of these studies present detailed accounts of how their think-aloud data was collected and analysed or provide detailed reflection on methodological decisions made. In this article, we discuss and reflect on the methodology used when planning and conducting a think-aloud study of lawyers’ interactive information behaviour. Our discussion is framed by Blandford et al.’s PRET A Rapporter (‘ready to report’) framework – a framework that can be used to plan, conduct and describe user-centred studies of electronic information resource use from an information work perspective.  相似文献   

20.
With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号