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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

推薦系統在家庭親子問題之應用

黃仁智 Unknown Date (has links)
在目前網路和資訊科技迅速發展的環境底下,我們可對推薦系統做多方面的應用,而我們可知在一般家庭底下或多或少都會面臨一些狀況。為瞭解決大多數家庭都會面臨到的問題並省卻一般以人工來解決問題的方式,我們將提供一套線上解答系統並適時推薦有效答案給使用者。首先可利用FAQ的機制,讓使用者自行在系統上面尋找解決的方法和管道,提供一般的基本解答;然後結合推薦系統的功能,讓此問題的解答更加個人化。有別於一般的推薦系統只以個人為推薦單位,此系統將以家庭為單位的基礎底下實現推薦機制,以期能夠適時給予屬於整個家庭為核心之最適當的建議。並藉由使用者本身對系統之解答所做出的回饋來持續修正系統的準確度,以提高使用者的滿意度。 / Under current E-business environment, it is a great issue to keep customer's relationship by improving their satisfaction. On the other hand, it is usual to have some parent-children problems in families. Therefore, in order to assist to the problem-solving that most families would encounter, this research proposes an on-line system to recommend answers to users in appropriate time. The system would combine the mechanism of FAQ, which offer the general basic answer, and the function of recommender system to allow the personalized answers further. The proposed system is different from other recommender systems because we take the whole family as a unit, not just the looking-for-help parent or child. In addition, we would collect feedbacks provided by users who have applied the system answers. It is hoped to improve the user’s satisfactions, solve their family problems.
2

Generalized User Experience Questionnaire (UEQ-G): A holistic tool for measuring multimodal user experiences

Boothe, Chase Shelton 25 November 2020 (has links)
The holistic user experience (UX) is comprised of both pragmatic and hedonic qualities and encompasses both product-centric and service-type experiences. Currently there is no questionnaire that measures the holistic UX for both types of experiences, and, without one, it is not possible to measure multimodal experiences that cross between experience types within the same extended experience. To address this need, the User Experience Questionnaire (UEQ), originally designed to measure product-centric experiences, was generalized to work for both product-centric and service-type experiences in a variant called the Generalized User Experience Questionnaire (UEQ-G). In a first study, the UEQ-G was tested alongside the UEQ in legacy, product-centric scenarios. Participants were asked to test two mobile applications and then evaluate them using either the UEQ-G or the UEQ. The performance of both questionnaires was indistinguishable, and the UEQ-G was found to be an appropriate tool for evaluating product-centric scenarios. In a second study, the UEQ-G was tested in service-type scenarios where, in each scenario, there were two conditions for which a UEQ-G factor was designed to be either high or low depending on the scenario condition. Participants were asked to observe a scenario video in either the high or low condition and then complete a series of five questionnaires that included the UEQ-G. Each of the UEQ-G factors was found to be sensitive to differences in scenario conditions; however, a question was left unanswered about the stimulation factor’s validity. In a final study, the UEQ-G was used to evaluate multimodal experiences in the wild. Participants were asked to order food using the Chickil-A® mobile app and then go to the restaurant to pick up their orders. Upon their return, participants were asked to complete the same series of questionnaires from the second study including the UEQ-G. Results indicated that the UEQ-G was able to detect both hedonic and pragmatic qualities within the multimodal experience and that the vast majority of the relationships seen in the second study were also seen in the third. Through these studies, the UEQ-G demonstrated potential as a questionnaire for measuring the holistic UX in multimodal experiences.
3

Determinants of Satisfaction and Willingness to Recommend: Physician and Patient Perspectives

Jorina, Maria January 2013 (has links)
No description available.
4

博物館行銷策略研究—以生活型態論推薦博物館之因素 / Study on museum marketing strategies -Life style as a factor of museum recommendation

游冉琪, Yu, Jan Chi Unknown Date (has links)
在強調差異性、多元消費性的現代社會中,如何以豐富多樣的體驗資源,透過生活型態的觀眾研究調查,開拓「一個博物館,多種生活型態」的生活型態行銷策略,是博物館人要面對的時代考驗。為培養博物館目標觀眾並開發潛在觀眾,博物往往透過多種行銷手法與管道,以吸引觀眾的注意與興趣,在相關研究中顯示,口碑建立往往是最有效的行銷方式。因此,透過「口碑行銷」切入分析具影響力的博物館觀眾族群,可做為博物館開發觀眾之重要方式。 本研究以臺北縣立鶯歌陶瓷博物館為研究對象,研究目的旨在瞭解博物館觀眾的生活消費特性,藉此推測博物館可以開發的潛在觀眾屬性,並探究博物館生活型態及對博物館推薦意願強度之關係,以作為博物館訂定行銷策略之方向與設計博物館各項功能的內容。 依據本研究發現,經由因素分析萃取出5個生活型態因素,依其屬性命名為藝文參與、品牌消費、工作成就、文化教育以及家庭流行;再依據5個因素得分透過集群分析,區隔出5個不同生活型態集群,分別命名為「工作熱衷群」、「流行休閒群」、「就學學生群」、「藝文消費群」以及「家庭導向群」。本研究分析結果亦顯示,博物館觀眾可以依據不同的生活型態分成不同的族群,而不同的生活型態族群亦有不同的參觀模式,並對於博物館服務與設施的推薦意願的亦有所差異。 最後根據研究發現,分別依據不同族群生活型態之屬性與博物館推薦意願之差異,提出不同的博物館行銷策略與方案,以提供博物館開發觀眾之參考。 / In this contemporary society where emphasis is placed on differentiation and diversified consumption, it is a test for contemporary museums to conduct audience lifestyle studies with multi-faceted resources, and to explore a lifestyle marketing strategy for ‘one museum, multi lifestyles’. Most museums usually have to conduct various marketing promotions and through different channels to cultivate target audiences and attract potential audiences. Various related studies indicates that word-of-mouth is usually the most effective marketing strategy. Therefore, through ‘word-of-mouth’ to analyze influential audiences could be an important way to explore potential audiences. This study takes Taipei County Yingge Ceramics Museum, to understand the consumption behavior of museum audience, in order to assume the characteristics of potential museum audiences, and to explore the relationship between museum typology and audiences’ willingness to recommend. This will also serve as the basis for future marketing strategy, and to design various museum functions and contents. Based on the findings, five typology elements were extracted through element analysis, namely artistic participation, brand consumption, work achievement, cultural education and family popularity; then through group analysis these five elements were segregated into different lifestyle typologies, namely ‘workaholics’, ‘popular leisure’, ‘students’, ‘cultural activity consumers’, and ‘family-oriented consumers’. The analysis will indicate that museum audiences can be grouped based on lifestyle. Audiences with different lifestyle backgrounds encompass different visiting patterns, and may differ in willingness to recommend museum services and facilities. Finally, based on the findings of this study, we intend to propose different museum marketing strategies based on audience lifestyle, and their willingness to recommend the museum, to serve as future reference as museums targets potential audiences.
5

L'efficacité des sites web marchands destinés aux consommateurs culturellement divers : les effets de la congruence culturelle du site et de l'exposition répétée

Taieb, Besma 23 October 2012 (has links)
Cette thèse a pour objectifs d'étudier les réactions des groupes majoritaires et minoritaires face au site web marchand congruent à leur pays d'origine et au site web incongruent (site congruent au pays hôte/étranger), de mieux comprendre les effets de la congruence culturelle des sites marchands et d'évaluer les conditions d'efficacité du site culturellement incongruent. Nous avons élaboré un plan expérimental comportant trois variables à manipuler : la congruence culturelle du site web (faible versus forte), la fréquence d'exposition (1 exposition versus 2 expositions) et la population (minoritaire versus majoritaire). Deux sites web expérimentaux ont été conçus (le premier site est congruent à la population majoritaire et le second est congruent à la population minoritaire). Grâce à une analyse de contenu réalisée sur les sites locaux de la population minoritaire, nous avons identifié et sélectionné les marqueurs culturels dominants (tels que les couleurs, les polices, les images et les symboles) que nous avons manipulés pour concevoir les sites web expérimentaux. Les résultats obtenus montrent que le site culturellement congruent par rapport au site incongruent améliore l'attitude vis-à-vis du site, la confiance envers le site et l'intention de recommander. Toutefois, les effets positifs de la congruence culturelle du site web sur l'attitude et la confiance vis-à-vis du site sont plus forts pour la population majoritaire que pour la population minoritaire / This thesis aims to study the reactions of the majority and minority groups towards commercial website congruent with their country of origin and culturally incongruent website (site congruent with host country / abroad), to better understand the effects of commercial websites cultural congruity and to assess the conditions of culturally incongruent website effectiveness. We developed an experimental design with three variables to manipulate: website cultural congruity (low versus high), exposure frequency (1 exposure versus 2 exposures) and population (majority versus minority). Two experimental websites were designed (the first site is congruent with the majority population and the second is congruent with the minority population). Through a content analysis performed on the local sites of the minority population, we identified and selected the dominant cultural markers (such as colors, fonts, images and symbols) handled in designing experimental websites. The results show that culturally congruent site compared to incongruent site improves attitude, trust toward the site and intention to recommend. However, the positive effects of website cultural congruity on attitude and trust toward the site are stronger for the majority than the minority population. The results also indicate that repeated exposure to incongruent website improves attitude and trust toward the site, but it should be noted that repeated exposure has a stronger influence on attitude toward the incongruent site
6

A Hybrid Approach to Music Recommendation: Exploiting Collaborative Music Tags and Acoustic Features

Kaufman, Jaime C. 01 January 2014 (has links)
Recommendation systems make it easier for an individual to navigate through large datasets by recommending information relevant to the user. Companies such as Facebook, LinkedIn, Twitter, Netflix, Amazon, Pandora, and others utilize these types of systems in order to increase revenue by providing personalized recommendations. Recommendation systems generally use one of the two techniques: collaborative filtering (i.e., collective intelligence) and content-based filtering. Systems using collaborative filtering recommend items based on a community of users, their preferences, and their browsing or shopping behavior. Examples include Netflix, Amazon shopping, and Last.fm. This approach has been proven effective due to increased popularity, and its accuracy improves as its pool of users expands. However, the weakness with this approach is the Cold Start problem. It is difficult to recommend items that are either brand new or have no user activity. Systems that use content-based filtering recommend items based on extracted information from the actual content. A popular example of this approach is Pandora Internet Radio. This approach overcomes the Cold Start problem. However, the main issue with this approach is its heavy demand on computational power. Also, the semantic meaning of an item may not be taken into account when producing recommendations. In this thesis, a hybrid approach is proposed by utilizing the strengths of both collaborative and content-based filtering techniques. As proof-of-concept, a hybrid music recommendation system was developed and evaluated by users. The results show that this system effectively tackles the Cold Start problem and provides more variation on what is recommended.

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