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Evaluation and improvement of semantically-enhanced tagging systemAlsharif, Majdah Hussain January 2013 (has links)
The Social Web or ‘Web 2.0’ is focused on the interaction and collaboration between web sites users. It is credited for the existence of tagging systems, amongst other things such as blogs and Wikis. Tagging systems like YouTube and Flickr offer their users the simplicity and freedom in creating and sharing their own contents and thus folksonomy is a very active research area where many improvements are presented to overcome existing disadvantages such as the lack of semantic meaning, ambiguity, and inconsistency. TE is a tagging system proposing solutions to the problems of multilingualism, lack of semantic meaning and shorthand writing (which is very common in the social web) through the aid of semantic and social resources. The current research is presenting an addition to the TE system in the form of an embedded stemming component to provide a solution to the different lexical form problems. Prior to this, the TE system had to be explored thoroughly and then its efficiency had to be determined in order to decide on the practicality of embedding any additional components as enhancements to the performance. Deciding on this involved analysing the algorithm efficiency using an analytical approach to determine its time and space complexity. The TE had a time growth rate of O (N²) which is polynomial, thus the algorithm is considered efficient. Nonetheless, recommended modifications like patch SQL execution can improve this. Regarding space complexity, the number of tags per photo represents the problem size which, if it grows, will increase linearly the required memory space. Based on the findings above, the TE system is re-implemented on Flickr instead of YouTube, because of a recent YouTube restriction, which is of greater benefit in multi languages tagging system since the language barrier is meaningless in this case. The re-implementation is achieved using ‘flickrj’ (Java Interface for Flickr APIs). Next, the stemming component is added to perform tags normalisation prior to the ontologies querying. The component is embedded using the Java encoding of the porter 2 stemmer which support many languages including Italian. The impact of the stemming component on the performance of the TE system in terms of the size of the index table and the number of retrieved results is investigated using an experiment that showed a reduction of 48% in the size of the index table. This also means that search queries have less system tags to compare them against the search keywords and this can speed up the search. Furthermore, the experiment runs similar search trails on two versions of the TE systems one without the stemming component and the other with the stemming component and found out that the latter produced more results on the conditions of working with valid words and valid stems. The embedding of the stemming component in the new TE system has lessened the effect of the storage overhead needed for the generated system tags by their reduction for the size of the index table which make the system suited for many applications such as text classification, summarization, email filtering, machine translation…etc.
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WIND OF CHANGE: A NEW WAY OF CUSTOMER INVOLVEMENTOskarsson, Steinthor, Chernetska, Diana January 2012 (has links)
This article investigates the evolution of a customer involvement concept and how Web 3.0 technology can contribute to it. We intend to answer the questions how do manufacturing companies involve customers into innovation processes, how they can benefit from Web 3.0 technology and we also rather general look upon adoption process of new tools. Information was obtained through executing intervention experiments in three manufacturing companies in the bathroom industry operating at the web 3.0 platform. The main part of the experiment includes ‘educational session’ by which we intend to create awareness about new Web 3.0 technology and observe changing perception of managers towards its possible use. We found out, first, that manufacturing companies mainly get ideas for new products from information deriving from their retailers, market surveys and fairs participation. Second, that Web 3.0 technology might be a complementary and alternative solution to traditional marketing research tools. Further, we drew conclusions and implications for both manufacturing companies and Web 3.0 technology providers. It was concluded that besides advantages of Web 3.0 technology over other customer involvement tools, Web 3.0 provides constant interaction between company and customers which is a valuable source for innovative ideas, thus, creating innovation in general. However, currently the process of new technology adoption is rather slow which is determined by a number of barriers discussed in the research.
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Uma análise das contribuições da Ciência da Informação brasileira aos estudos relativos às máquinas sociaisLIMA, Camila Oliveira de Almeida 15 February 2017 (has links)
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Previous issue date: 2017-02-15 / Esta pesquisa tem como objetivo investigar como o arcabouço das Máquinas Sociais, à luz da teoria de Burégio, Meira e Rosa (2013), e os vinte e seis elementos que estão inseridos em três categorias (i) Software Sociais, (ii) Software como Entidades Sociáveis e (iii) Pessoas como Unidades Computacionais estão sendo pesquisados no âmbito nacional da Ciência da Informação (CI). O tema se justifica a partir da observação de pesquisas esparsas na CI referentes a Internet que não estão consolidadas, fazendo-se necessário observar, a partir do arcabouço máquinas sociais, identificar quais contribuições para esta área já foram publicados em veículos nacionais dedicados à CI. Para tal intento, esta pesquisa foi conduzida a partir da realização de um Mapeamento Sistemático da Literatura (MSL) referente às Máquinas Sociais e suas categorias em bases de dados nacionais da CI. A abordagem de pesquisa adotada foi indutiva, quanto ao tipo de pesquisa, esta se caracteriza como qualitativa, quanto aos meios é uma pesquisa bibliográfica e quanto aos fins é uma pesquisa descritiva. O método de pesquisa utilizado foi o MSL, a técnica de coleta de dados adotada foi a análise documental e o método de análise utilizado foi a análise temática. Foram analisados cinquenta artigos e identificados pesquisas sobre onze dos elementos referentes às Máquinas Sociais: (i) redes sociais, (ii) blogs, (iii) microblogs, (iv) wiki, (v) compartilhamento de vídeo, (vi) plataformas colaborativas, (vii) mash up, (viii) sistemas de aquisição do conhecimento, (ix) crowdsourcing, (x) sistemas baseados em dados sociais e (xi) plataformas de API abertas. Foi possível destacar as redes sociais, blogs e microblogs, que eram objetos de pesquisa da maioria dos artigos analisados; Aos demais elementos foi dada uma menor atenção, não se identificando tantas contribuições. Os outros quinze destes elementos sequer foram citados nos artigos investigados. Percebeu-se que as pesquisas relacionadas ao contexto da Internet na área da CI dão uma maior ênfase às redes sociais e a web 2.0, estando descontextualizadas de qualquer arcabouço teórico, sendo pesquisadas isoladamente como objetos de estudos sem conexão com outros contextos mais amplos, como, por exemplo, as máquinas sociais. / This research aims to investigate how Social Machines, in the light of the theory of Buregio, Meira and Rosa (2013), and its twenty-six elements that are related in three categories (i) Social Software, (ii) Software as Sociable Entities and (iii) People as Computational Units are being researched in Brazilian scope of Information Science (IS). The subject is justified by the observation of research in IS related to Internet are not consolidated and it is necessary to observe, from social machines perspectives, identify which contributions have already been published in national vehicles dedicated to IS. For such, this research was carried out a Systematic Literature Mapping (SLM) referring to Social Machines and their categories in national IS databases. The research approach adopted was inductive; the type of the research is characterized as qualitative; the means is a bibliographical research and the purposes are a descriptive research. The research method used was the SLM, the technique of data collection adopted was the documentary analysis and the analysis method used was thematic analysis. Fifty articles were analyzed and eleven of them were related to eleven Social Machine elements: (i) social networks, (ii) blogs, (iii) microblogs, (iv) wiki, (v) video sharing, (vi) collaborative platforms, (Vii) mashup, (viii) knowledge acquisition systems, (ix) crowdsourcing, (x) social data systems, and (xi) open API platforms. Some points can be highlighteds such as social networks, blogs and microblogs which are central subjects of most of the articles analyzed, the other elements is given less attention and not have so many contributions. Fifteen of these elements are not even mentioned in the investigated articles. It was noticed that the research related to the context of the Internet in the area of IS emphasizes social networks and web 2.0, being decontextualized of any theoretical framework, being researched in isolation as objects of studies without connection with other broader contexts, such as, for example, social machines.
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Musikstreamingtjänster : En studie av musikstreamingtjänsters funktioner i förhållande till webbutvecklingen och användarens efterfrågan / Interactive music streaming services : An inventory of functions in music streaming services in relation to the web development and the demand of the userNykvist, Marilde January 2015 (has links)
New technological advancements have resulted in a shift of medium. Music interaction has moved from physical media such as CDs and MP3-players to digital music services on the Internet. Vast catalogues of music is today available from any device with Internet access for either a monthly cost or even in some cases for free. Even though many users subscribe for the music they consume the music industry still experience an uncertain economy. New interaction opportunities and new design principles have derived from the new medium. According to users some functions are more important than others, some functions are even missing. Which are these? Are the users’ needs equivalent to the web development and the current supply of function the services offer? With vast consumption and immense establishment together with the tie in economic factors and technological development music streaming services is a given media technological phenomenon. This study’s purpose is to analyze three important components in the case of music streaming services: the supply, the user’s perspective and the position according to the web development. In order to increase the understanding of these parts this study has completed an inventory of current supply of functions in seven music streaming services and a questionnaire to conclude the user’s perspective. The study uses the theory of Web 1.0, Web 2.0 and Web 3.0 to examine current position of the services in web development. Possibly in this way the study might discover strengths and weaknesses in the supply of the music streaming services and thereupon contribute to suggestion of improvement and functions. Functions which might help the development of music streaming services and increase more paying consumers. This study show that the current supply of functions music streaming services offer is in general equivalent to the users’ need. However, the users don’t value social functions as an important part in music streaming services. They value a great catalogue of songs and great accessibility with commercial free use. The supply of functions doesn’t differ a lot from service to service. Spotify is the leading services both in quantity of functions and in number of users. Regarding the position of functions most functions is placed within Web 2.0. Thus, the user show an indication of the importance of accessibility which suit the vision of the ubiquitous and pervasive webb of Web 3.0. Even though the theory of Web 2.0 was coined 15 years ago the interactive music web service is mostly a product of Web 2.0. Despite of the satisfaction in supply, in terms of sustainability, it might always be a value to continue to examine the user’s need, the industry’s demands and the technological development to reach the highest form of contentment from all parts.
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Airetama Um Arcabouço Baseado em Sistemas Multiagentes para a Implantação de Comunidades Virtuais de Prática na Web / Airetama: Um Arcabouço Baseado em Sistemas Multiagentes para a Implantação de Comunidades Virtuais de Prática na WebALARCÓN, Jair Abú Bechir Láscar 04 October 2010 (has links)
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Previous issue date: 2010-10-04 / The objective of this dissertation is to present the framework Airetama. This framework
is based on Multiagent Systems and Semantic Web principles. It provides a semantic,
distributed and open-source infrastructure for the creation of Virtual Communities of
Practice on the Web. It makes possible, through the use of agents, coupling of resources
and tools that use semantic technologies. Integration of semantic in the current Web has
as main objective to allow such software agents can use their pages more intelligently,
thus offering better service. / O objetivo desta dissertação é apresentar o arcabouço Airetama. Este arcabouço é baseado
em Sistemas Multiagentes e nos princípios da Web Semântica. Ele fornece uma infraestrutura
semântica, distribuída e open-source para a criação de Comunidades Virtuais
de Prática na Web. Possibilita, através do uso de agentes, o acoplamento de ferramentas
que utilizam recursos e tecnologias semânticas. A inserção de semântica na Web atual
tem como principal objetivo permitir que tais agentes de software possam utilizar suas
páginas de maneira mais inteligente, oferecendo melhores serviços.
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Web 3.0: impacto na sociedade de serviços uma análise da comunicação contemporâneaKoo, Lawrence Chung 17 October 2011 (has links)
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Previous issue date: 2011-10-17 / This research aims to describe and analyze Web 3.0 in the world of communication,
especially in the social media environment. With the emergence of new search engines
and innovation in new forms of collaboration among internet users, it challenges us to
study the development of this area. In particular, we studied the influence of Science
Service in the digital world. We collected facts and analyzed the reasons why the
service is to be the focus of attention in Web environment, both in economic
transactions, and in processes of knowledge creation. Dedicate part of our study to the
learning service for this segment will be the foundation of future development on the
Web.
The methodology was based on Chapter 4 of the book Research and Communication
by Santaella (2004), the main authors who inspired the research in Science Service
topics are Spohrer et al (2007), Maglio et al (2010), while in the area of Web
development the authors which supported were we based our ideas are Spivack N.,
(2007) and Siemmens (2005). The theoretical framework used in the thesis has been
exemplified with the actual experiences of internet users, myself and my dairy surfing
records through social networks, testing search engines, buying goods and services in ecommerce,
using communication tools, and finally talking to consumer in Brazil, for
example, LinkedIn, Facebook, Google, Brands Club etc.
This project was the result of data collection on academic literatures, state of art articles
and intensive Web browsing to verify the facts cited above, in the period from 2007 to
2011. It was intentional, by the researcher, to use primarily electronic books (when there
was a choice between print and e-book), specialized websites and blogs moderated by
experts on research topics / Esta pesquisa tem como objetivo descrever e analisar a Web 3.0 que está no
contexto comunicacional, em especial, no ambiente de mídias sociais. O aparecimento
de novos mecanismos de busca e a inovação nas formas de colaboração entre os
internautas instigaram-nos a pesquisar o desenvolvimento dessa área. Em especial,
estudamos a influência da Ciência de Serviços no mundo digital. Coletamos fatos e
analisamos as razões pelas quais o serviço na Web passa a ser o foco das atenções, tanto
nas transações econômicas, como nos processos de criação do conhecimento.
Dedicamos parte do nosso estudo para o serviço de aprendizagem por ser esse segmento
o alicerce do desenvolvimento futuro na Web.
A metodologia utilizada na pesquisa teve como base o capítulo 4 do livro
Pesquisa e Comunicação, de Santaella (2004). Os autores principais que
fundamentaram este estudo na área da Ciência de Serviços foram Spohrer et al (2007),
Maglio et al (2010), e, na área de desenvolvimento da Web, os autores que mais nos
inspiraram foram O Reilly (2009), Wheeler (2010), Spivack (2007) e Siemmens (2005).
Além dos textos dos autores já mencionados, foram utilizadas as informações dos blogs
e dos artigos online de autores ou articulistas especialistas em internet e aquelas
coletadas pelo próprio pesquisador na Web, por meio dos sites de colaboração, das
redes sociais, dos mecanismos de buscas, do e-commerce, das ferramentas de
comunicação, do consumo e cultura no Brasil, como, por exemplo, plataformas
Linkedin, Facebook, Google, Twitter e site de compras coletivas Brands Club, Groupon
etc.
As conclusões obtidas na pesquisa, relativas à tendência da Web para se tornar
uma Web de serviços, resultaram da pesquisa bibliográfica e de artigos sobre o estado
da arte em relação ao tema sob estudo, e intensa navegação na Web para verificação dos
fatos citados acima, no período entre 2007 e 2011. Foi totalmente intencional, por parte
do pesquisador, utilizar prioritariamente os livros eletrônicos (quando havia opção entre
o impresso e o e-book), sites e blogs dos autores especialistas nos temas
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SMADL – The social machines architecture description languageNascimento, Leandro Marques do 31 January 2014 (has links)
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Previous issue date: 2014 / CNPq, INES / É possível se observar um alto crescimento no número de aplicações Web sendo desenvolvidas. Isto está acontecendo principalmente porque a Web está entrando em uma nova fase, chamada Web programável, onde diversos sistemas baseados na Web estão disponibilizando suas APIs publicamente. Com o objetivo de lidar com a complexidade dessa Web emergente, este trabalho define a noção de uma Máquina Social (Social Machine - SM) e vislumbra uma linguagem que permite descrever redes de tais máquinas.
Para começar, nós definimos uma Máquina Social como sendo “um componente conectável e programável que encapsula (WI) um sistema de processamento de informação (IPS) e define um conjunto de serviços requeridos (RS) e providos (PS), dinamicamente disponível sob certas restrições (C), as quais são determinadas por, dentre outras coisas, seus relacionamentos (Rel) com terceiros”. Em outras palavras, uma SM é uma máquina conectada, normalmente à Web, que dinamicamente provê e/ou requer um conjunto de serviços de acordo com os seus relacionamentos estabelecidos. Qualquer aplicação na Web pode ser vista como uma SM.
Para que seja possível a aplicação prática do conceito de Máquina Social previamente mencionado, nós definimos SMADL, uma linguagem para descrição arquitetural de SMs, como uma tentativa de ser uma forma completamente diferente de se programar a Web, misturando conceitos de linguagens de descrição arquitetural (ADLs) e linguagens específicas de domínio (DSLs). Como uma ADL, a linguagem permite a descrição de máquinas sociais (e redes de tais) em termos de relacionamentos (Rel) como abstrações de alto nível, sem a necessidade de se especificar os detalhes de comunicação (protocolos) e/ou métodos de autenticação. Como uma DSL, ela permite a criação e integração de serviços Web usando uma sintaxe de tipos dinâmicos, integrada à máquina virtual Java e à IDE Eclipse. Cada elemento do conceito de uma SM é diretamente mapeado na linguagem. Em poucas palavras, SMADL pode ser definida como uma linguagem dirigida a relacionamentos que pode ser usada para descrever interações entre qualquer número de máquinas de inúmeras formas, como um meio de representar máquinas interagindo na Web realmente e, obviamente, como um meio de representar interações com outras máquinas sociais também.
Vários outros esforços já foram feitos para definir ADLs e alguns deles foram, de alguma forma, aplicados no domínio da Web. Entretanto, há uma clara falta de base fundamental que provenha abstrações de alto nível tais como o modelo de máquinas sociais provê. SMADL foi implementada em duas versões, uma textual e outra visual. Ambas as versões foram avaliadas através de um estudo de caso e uma pesquisa baseada na opinião de especialista e indicaram ser boas soluções para problemas práticos. / We are experiencing a high growth in the number of Web applications being developed. This is happening mainly because the Web is going into a new phase, called programmable Web, where several Web-based systems make their APIs publicly available. In order to deal with the complexity of this emerging Web, we define the notion of a Social Machine and envisage a language that can describe networks of such.
To start with, we define a Social Machine (SM) as a “connectable and programmable building block that wraps (WI) an information processing system (IPS) and defines a set of required (RS) and provided services (PS), dynamically available under constraints (C) which are determined by, among other things, its relationships (Rel) with others”. In other words, a SM is a connected machine, usually to the Web, which dynamically provides and/or requires a set of services according to its established relationships. Any application in the Web can be seen as a SM.
In order to make feasible the practical application of the aforementioned Social Machine concept, we define SMADL – the Social Machines Architecture Description Language – as an attempt to be a completely different way to program the Web, mixing concepts from Architecture Description Languages (ADLs) and Domain-Specific Languages (DSLs). As an ADL, it allows the description of Social Machines (and networks of such) in terms of relationships (Rel) as high-level abstractions, without the need to specify details of communication (protocols) and/or authentication methods. As a DSL, it allows the implementation and integration of Web services using a dynamically typed syntax, fully integrated to the Java Virtual Machine and Eclipse IDE. Every element of the SM concept is directly mapped into the language. In few words, SMADL can be defined as a relationship-driven language which can be used to describe the interactions between any number of machines in a multitude of ways, as a means to represent real machines interacting in the real Web and, obviously, as a means to represent interactions with other social machines too.
Several other efforts have been done to define ADLs, and a few of them were someway applied to the Web domain. However, there is a clear lack of fundamental base to provide high-level abstractions that the Social Machine concept does. SMADL has been implemented in two versions, one textual and one visual. Both versions have been
evaluated through a case study and an expert’s opinion survey and demonstrated to be good solutions for practical problems.
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The Establishment of Internal Corporate Venturing for a Virtual Economy in Web 3.0 setting / Etableringen av intern företagssatsning för en virtuell ekonomi i webb 3.0-miljöPhosaard, Pada, Yang, Qingyi January 2022 (has links)
The virtual economy has been gaining attraction since the increase of blockchain and web 3.0technology adoption. However, regarding the rise of web3.0 startups, the corporate pursuing this technology are still limited. Due to the early stage of technology, this research aims to study the critical driving forces in thriving internal capability enhancement and achieving long-term sustainable competitive advantages. Furthermore, the corporate venture builder mechanism will be investigated and analyzed in terms of essential barriers to incubating, accelerating, and successfully spin-off the web 3.0 venture from the corporate. This research aims to identify critical barriers regarding the five following aspects: Governance, Resources management, Corporate venture builder structure and processes, Ecosystem, and Technology and business capabilities. This research extracts empirical data from the semi-structured interviews from multi-stakeholders perspectives and the result shows that most interviewees have a similar understanding of fundamental VB structure and processes, while some details might be adapted based on each corporate’s context, size, prerequisite expertise, and capabilities. Moreover, the critical drivers can be considered a long-term aspiration of sustainable internal capability enhancement and competitiveness advantages. While the leadership in the governance aspect is one of the most critical barriers for a new venture toestablish. / Den virtuella ekonomin har sett ett växande intresse i samband med den ökade adaptionen av blockchain- och web3.0-teknologi. Men när det gäller uppkomsten av web3.0-startups är det fortfarande begränsat med företag som eftersträvar att arbeta med denna teknik. På grund av teknikens tidiga skede syftar denna forskning till att studera de kritiska drivkrafterna för blomstrande intern kapacitetsförbättring och för att uppnå långsiktigt hållbara konkurrensfördelar. Dessutom kommer mekanismen för internt företagsbyggande att undersökas och analyseras i termer av väsentliga hinder för att inkubera, accelerera och framgångsrikt spinna av web3.0-satsningar från företaget. Denna forskning syftar till attidentifiera kritiska barriärer för de fem följande aspekterna: Styrning, Resursförvaltning, Corporate venture builder-struktur och processer, Ekosystem och Teknik och affärs kapacitet. Denna forskning extraherar empirisk data från de semistrukturerade intervjuerna från perspektiv av flera intressenter, och analyserar och kombinerar även de sekundära datakällorna för vidare diskussion. Resultatet visar att de flesta intervjupersoner har en liknande förståelse för grundläggande VB-struktur och processer, medan vissa detaljer kan anpassas baserat på varje företags sammanhang, storlek, förutsättningsexpertis och kapacitet. Dessutom kan de kritiska drivkrafterna betraktas som en långsiktig strävan efter hållbar intern kapacitetsförbättring och konkurrensfördelar. Medan ledarskapet i förvaltningsaspekten är en av de mest kritiska barriärerna för att en ny satsning ska etableras.
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How can Interaction Design enhance web 3.0 wallet usability? : Focusing on trust, security, user flow and interface of proposed Skane Wallet.Vančo, Damián January 2024 (has links)
This study explores the adop)on of crypto assets and the onboarding of new users into Web 3.0 products through the lens of interac)on design. By employing par)cipatory design methodology during the design process, this work inves)gates the challenges faced by beginner or occasional users. By analyzing tradi)onal banking applica)ons like Revolut, Swish, and Slovak Tatra Banka, and comparing them with Binance exchange, the study proposes an approach to new technological applica)ons based on situa)onal normality theory. The final concept contributes to the discussion on the role interac)on design can play in the vola)le world of crypto assets and Web 3.0.
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Information Presentation in Search Engines on Mobile DevicesÖfverman, Jakob January 2010 (has links)
<p>This thesis discusses the possibilities to visualise the presentation layer of a search engine on a mobile device in an alternative way. Previous work in the area has shown that the use of text-based-lists can be problematic when accessed on a device with a limited display. In the scope of the thesis and in order to tackle the current problems when displaying the results a literature review was carried out. The findings of the review formed the basis for a requirement definition on which a mock-up was developed. The mock-up was then evaluated and tested during a usability test where a number of users got to experience the alternative presentation layer that uses a visualisation technique called tree- map. The results from the test show that the mock-up could be seen as a alternative to the current presentation of results. The mock-up also shows that a future implementation could also include the use of categories and sorting of information in order to provide content with a meaning.</p>
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