A Novel Approach to Improve Users Search Goal in Web Usage Mining

Web mining is to discover and extract useful Information. Different users may have different search goals when they search by giving queries and submitting it to a search engine. The inference and analysis of user search goals can be very useful for providing an experience result for a user search query. In this project, we propose a novel approach to infer user search goals by analyzing search web logs. First, we propose a novel approach to infer user search goals by analyzing search engine query logs, the feedback sessions are constructed from user click-through logs and it efficiently reflect the information needed for users. Second we propose a preprocessing technique to clean the unnecessary data’s from web log file (feedback session). Third we propose a technique to generate pseudo-documents to representation of feedback sessions for clustering. Finally we implement k-medoids clustering algorithm to discover different user search goals and to provide a more optimal result for a search query based on feedback sessions for the user.

Personas Help Understand Users’ Needs, Goals and Desires in an Online Institutional Repository

Communicating users' needs, goals and problems help designers and developers overcome challenges faced by end users. Personas are used to represent end users’ needs. In our research, creating personas allowed the following questions to be answered: Who are the potential user groups? What do they want to achieve by using the service? What are the problems that users face? What should the service provide to them? To develop realistic personas, we conducted a focus group discussion with undergraduate and graduate students and also interviewed a university librarian. The personas were created to help evaluating the Institutional Repository that is based on the DSpace system. The profiles helped to communicate users' needs, abilities, tasks, and problems, and the task scenarios used in the heuristic evaluation were based on these personas. Four personas resulted of a focus group discussion with undergraduate and graduate students and from interviewing a university librarian. We then used these personas to create focused task-scenarios for a heuristic evaluation on the system interface to ensure that it met users' needs, goals, problems and desires. In this paper, we present the process that we used to create the personas that led to devise the task scenarios used in the heuristic evaluation as a follow up study of the DSpace university repository.

Delineato: Designing Distraction-Free GUIs

A large amount of software products offer a wide range and number of features. This is called featuritis or creeping featurism and tends to rise with each release of the product. Feautiris often adds unnecessary complexity to software, leading to longer learning curves and overall confusing the users and degrading their experience. We take a look to a new design approach tendency that has been coming up, the so-called “What You Get is What You Need” concept that argues that products should be very focused, simple and with minimalistic interfaces in order to help users conduct their tasks in distraction-free ambiences. This isn’t as simple to implement as it might sound and the developers need to cut down features. Our contribution illustrates and evaluates this design method through a novel distraction-free diagramming tool named Delineato Pro for Mac OS X in which the user is confronted with an empty canvas when launching the software and where tools only show up when really needed.

Research on the Aeration Systems’ Efficiency of a Lab-Scale Wastewater Treatment Plant

In order to obtain efficient pollutants removal in small-scale wastewater treatment plants, uniform water flow has to be achieved. The experimental setup, designed for treating high-load wastewater (leachate), consists of two aerobic biological reactors and a lamellar settler. Both biological tanks were aerated by using three different types of aeration systems - perforated pipes, membrane air diffusers and tube ceramic diffusers. The possibility of homogenizing the water mass with each of the air diffusion systems was evaluated comparatively. The oxygen concentration was determined by optical sensors with data logging. The experimental data was analyzed comparatively for all three different air dispersion systems aiming to identify the oxygen concentration variation during different operational conditions. The Oxygenation Capacity was calculated for each of the three systems and used as performance and selection parameter. The global mass transfer coefficients were also evaluated as important tools in designing the aeration system. Even though using the tubular porous diffusers leads to higher oxygen concentration compared to the perforated pipe system (which provides medium-sized bubbles in the aqueous solution), it doesn’t achieve the threshold limit of 80% oxygen saturation in less than 30 minutes. The study has shown that the optimal solution for the studied configuration was the radial air diffusers which ensure an oxygen saturation of 80% in 20 minutes. An increment of the values was identified when the air flow was increased.

Wireless Sensor Network to Help Low Incomes Farmers to Face Drought Impacts

This research presents the main ideas to implement an intelligent system composed by communicating wireless sensors measuring environmental data linked to drought indicators (such as air temperature, soil moisture , etc...). On the other hand, the setting up of a spatio temporal database communicating with a Web mapping application for a monitoring in real time in activity 24:00 /day, 7 days/week is proposed to allow the screening of the drought parameters time evolution and their extraction. Thus this system helps detecting surfaces touched by the phenomenon of drought. Spatio-temporal conceptual models seek to answer the users who need to manage soil water content for irrigating or fertilizing or other activities pursuing crop yield augmentation. Effectively, spatiotemporal conceptual models enable users to obtain a diagram of readable and easy data to apprehend. Based on socio-economic information, it helps identifying people impacted by the phenomena with the corresponding severity especially that this information is accessible by farmers and stakeholders themselves. The study will be applied in Siliana watershed Northern Tunisia.

Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital

This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research is explored.

Design Guidelines for an Enhanced Interaction Experience in the Domain of Smartphone-Based Applications for Sport and Fitness

Nowadays, several research studies point up that an active lifestyle is essential for physical and mental health benefits. Mobile phones have greatly influenced people’s habits and attitudes also in the way they exercise. Our research work is mainly focused on investigating how to exploit mobile technologies to favour people’s exertion experience. To this end, we developed an exertion framework users can exploit through a real world mobile application, called EverywhereSport Run (EWRun), designed to act as a virtual personal trainer to support runners during their trainings. In this work, inspired by both previous findings in the field of interaction design for people with visual impairments, feedback gathered from real users of our framework, and positive results obtained from two experimentations, we present some new interaction facilities we designed to enhance the interaction experience during a training. The positive obtained results helped us to derive some interaction design recommendations we believe will be a valid support for designers of future mobile systems conceived to be used in circumstances where there are limited possibilities of interaction.

A Framework for Semantics Preserving SPARQL-to-SQL Translation

The enormous amount of information stored on the web increases from one day to the next, exposing the web currently faced with the inevitable difficulties of research pertinent information that users really want. The problem today is not limited to expanding the size of the information highways, but to design a system for intelligent search. The vast majority of this information is stored in relational databases, which in turn represent a backend for managing RDF data of the semantic web. This problem has motivated us to write this paper in order to establish an effective approach to support semantic transformation algorithm for SPARQL queries to SQL queries, more precisely SPARQL SELECT queries; by adopting this method, the relational database can be questioned easily with SPARQL queries maintaining the same performance.

The Impact of Temporal Impairment on Quality of Experience (QoE) in Video Streaming: A No Reference (NR) Subjective and Objective Study

Live video streaming is one of the most widely used service among end users, yet it is a big challenge for the network operators in terms of quality. The only way to provide excellent Quality of Experience (QoE) to the end users is continuous monitoring of live video streaming. For this purpose, there are several objective algorithms available that monitor the quality of the video in a live stream. Subjective tests play a very important role in fine tuning the results of objective algorithms. As human perception is considered to be the most reliable source for assessing the quality of a video stream subjective tests are conducted in order to develop more reliable objective algorithms. Temporal impairments in a live video stream can have a negative impact on the end users. In this paper we have conducted subjective evaluation tests on a set of video sequences containing temporal impairment known as frame freezing. Frame Freezing is considered as a transmission error as well as a hardware error which can result in loss of video frames on the reception side of a transmission system. In our subjective tests, we have performed tests on videos that contain a single freezing event and also for videos that contain multiple freezing events. We have recorded our subjective test results for all the videos in order to give a comparison on the available No Reference (NR) objective algorithms. Finally, we have shown the performance of no reference algorithms used for objective evaluation of videos and suggested the algorithm that works better. The outcome of this study shows the importance of QoE and its effect on human perception. The results for the subjective evaluation can serve the purpose for validating objective algorithms.

Reduction of Multiple User Interference for Optical CDMA Systems Using Successive Interference Cancellation Scheme

Multiple User Interference (MUI) considers the primary problem in Optical Code-Division Multiple Access (OCDMA), which resulting from the overlapping among the users. In this article we aim to mitigate this problem by studying an interference cancellation scheme called successive interference cancellation (SIC) scheme. This scheme will be tested on two different detection schemes, spectral amplitude coding (SAC) and direct detection systems (DS), using partial modified prime (PMP) as the signature codes. It was found that SIC scheme based on both SAC and DS methods had a potential to suppress the intensity noise, that is to say it can mitigate MUI noise. Furthermore, SIC/DS scheme showed much lower bit error rate (BER) performance relative to SIC/SAC scheme for different magnitude of effective power. Hence, many more users can be supported by SIC/DS receiver system.

Effective Design Factors for Bicycle-Friendly Streets

Bicycle Level of Service (BLOS) is a measure for evaluating street conditions for cyclists. Currently, various methods are proposed for BLOS. These analytical methods however have some drawbacks: they usually assume cyclists as users that can share street facilities with motorized vehicles, it is not easy to link them to design process and they are not easy to follow. In addition, they only support a narrow range of cycling facilities and may not be applicable for all situations. Along this, the current paper introduces various effective design factors for bicycle-friendly streets. This study considers cyclists as users of streets who have special needs and facilities. Therefore, the key factors that influence BLOS based on different cycling facilities that are proposed by developed guidelines and literature are identified. The combination of these factors presents a complete set of effective design factors for bicycle-friendly streets. In addition, the weight of each factor in existing BLOS models is estimated and these effective factors are ranked based on these weights. These factors and their weights can be used in further studies to propose special bicycle-friendly street design model.

Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.

A Study of Behaviors in Using Social Networks of Corporate Personnel of Suan Sunandha Rajabhat University

This study found that most corporate personnel are using social media to communicate with colleagues to make the process of working more efficient. Complete satisfaction occurred on the use of security within the University’s computer network. The social network usage for communication, collaboration, entertainment and demonstrating concerns accounted for fifty percent of variance to predict interpersonal relationships of corporate personnel. This evaluation on the effectiveness of social networking involved 213 corporate personnel’s. The data was collected by questionnaires. This data was analyzed by using percentage, mean, and standard deviation. The results from the analysis and the effectiveness of using online social networks were derived from the attitude of private users and safety data within the security system. The results showed that the effectiveness on the use of an online social network for corporate personnel of Suan Sunandha Rajabhat University was specifically at a good level, and the overall effects of each aspect was (Ẋ=3.11).

Identifying Business Opportunities Based on Patent and Trademark Portfolios: A Technology-Based Service Industry Case

As technology-based service industries grow drastically worldwide; companies are recognizing the importance of market preoccupancy and have made an effort to capture a large market to gain the upper hand. To this end, a focus on patents can be used to determine the properties of a technology, as well as to capture advantages in technical skills, in comparison with the firm’s competitors. However, technology-based services largely depend not only on their technological value but also their economic value, due to the recognized worth that is passed to a plurality of users. Thus, it is important to determine whether there are any competitors in the target areas and what services they provide in any field. Despite this importance, little effort has been made to systematically benchmark competitors in order to identify business opportunities. Thus, this study aims to not only identify each position of technology-centered service companies in complex market dynamics, but also to discover new business opportunities. For this, we try to consider both technology and market environments simultaneously by utilizing patent data as a representative proxy for technology and trademark dates as an index for a firm’s target goods and services. Theoretically, this is one of the earliest attempts to combine patent data and trademark data to analyze corporate strategies. In practice, the research results are expected to be used as a decision criterion to diagnose the economic value that companies can obtain by entering the market, as well as the technological value to be passed onto their customers. Thus, the proposed approach can be useful to support effective technology and business strategies in a firm.

An Application-Based Indoor Environmental Quality (IEQ) Calculator for Residential Buildings

Based on an indoor environmental quality (IEQ) index established by previous work that indicates the overall IEQ acceptance from the prospect of an occupant in residential buildings in terms of four IEQ factors - thermal comfort, indoor air quality, visual and aural comforts, this study develops a user-friendly IEQ calculator for iOS and Android users to calculate the occupant acceptance and compare the relative performance of IEQ in apartments. “IEQ calculator” is easy to use and it preliminarily illustrates the overall indoor environmental quality on the spot. Users simply input indoor parameters such as temperature, number of people and windows are opened or closed for the mobile application to calculate the scores in four areas: the comforts of temperature, brightness, noise and indoor air quality. The calculator allows the prediction of the best IEQ scenario on a quantitative scale. Any indoor environments under the specific IEQ conditions can be benchmarked against the predicted IEQ acceptance range. This calculator can also suggest how to achieve the best IEQ acceptance among a group of residents. 

Renovation Planning Model for a Shopping Mall

In this study, the pedestrian simulation VISWALK integration and application platform ant algorithms written program made to construct a renovation engineering schedule planning mode. The use of simulation analysis platform construction site when the user running the simulation, after calculating the user walks in the case of construction delays, the ant algorithm to find out the minimum delay time schedule plan, and add volume and unit area deactivated loss of business computing, and finally to the owners and users of two different positions cut considerations pick out the best schedule planning. To assess and validate its effectiveness, this study constructed the model imported floor of a shopping mall floor renovation engineering cases. Verify that the case can be found from the mode of the proposed project schedule planning program can effectively reduce the delay time and the user's walking mall loss of business, the impact of the operation on the renovation engineering facilities in the building to a minimum.

A System for Analyzing and Eliciting Public Grievances Using Cache Enabled Big Data

The system for analyzing and eliciting public grievances serves its main purpose to receive and process all sorts of complaints from the public and respond to users. Due to the more number of complaint data becomes big data which is difficult to store and process. The proposed system uses HDFS to store the big data and uses MapReduce to process the big data. The concept of cache was applied in the system to provide immediate response and timely action using big data analytics. Cache enabled big data increases the response time of the system. The unstructured data provided by the users are efficiently handled through map reduce algorithm. The processing of complaints takes place in the order of the hierarchy of the authority. The drawbacks of the traditional database system used in the existing system are set forth by our system by using Cache enabled Hadoop Distributed File System. MapReduce framework codes have the possible to leak the sensitive data through computation process. We propose a system that add noise to the output of the reduce phase to avoid signaling the presence of sensitive data. If the complaints are not processed in the ample time, then automatically it is forwarded to the higher authority. Hence it ensures assurance in processing. A copy of the filed complaint is sent as a digitally signed PDF document to the user mail id which serves as a proof. The system report serves to be an essential data while making important decisions based on legislation.

Influence of the Paint Coating Thickness in Digital Image Correlation Experiments

In the past decade, the use of digital image correlation (DIC) techniques has increased significantly in the area of experimental mechanics, especially for materials behavior characterization. This non-contact tool enables full field displacement and strain measurements over a complete region of interest. The DIC algorithm requires a random contrast pattern on the surface of the specimen in order to perform properly. To create this pattern, the specimen is usually first coated using a white matt paint. Next, a black random speckle pattern is applied using any suitable method. If the applied paint coating is too thick, its top surface may not be able to exactly follow the deformation of the specimen, and consequently, the strain measurement might be underestimated. In the present article, a study of the influence of the paint thickness on the strain underestimation is performed for different strain levels. The results are then compared to typical paint coating thicknesses applied by experienced DIC users. A slight strain underestimation was observed for paint coatings thicker than about 30μm. On the other hand, this value was found to be uncommonly high compared to coating thicknesses applied by DIC users.

Challenges in Anti-Counterfeiting of Cyber-Physical Systems

This paper examines the system protection for cyber-physical systems (CPS). CPS are particularly characterized by their networking system components. This means they are able to adapt to the needs of their users and its environment. With this ability, CPS have new, specific requirements on the protection against anti-counterfeiting, know-how loss and manipulation. They increase the requirements on system protection because piracy attacks can be more diverse, for example because of an increasing number of interfaces or through the networking abilities. The new requirements were identified and in a next step matched with existing protective measures. Due to the found gap the development of new protection measures has to be forced to close this gap. Moreover a comparison of the effectiveness between selected measures was realized and the first results are presented in this paper.

Advances in Artificial Intelligence Using Speech Recognition

This research study aims to present a retrospective study about speech recognition systems and artificial intelligence. Speech recognition has become one of the widely used technologies, as it offers great opportunity to interact and communicate with automated machines. Precisely, it can be affirmed that speech recognition facilitates its users and helps them to perform their daily routine tasks, in a more convenient and effective manner. This research intends to present the illustration of recent technological advancements, which are associated with artificial intelligence. Recent researches have revealed the fact that speech recognition is found to be the utmost issue, which affects the decoding of speech. In order to overcome these issues, different statistical models were developed by the researchers. Some of the most prominent statistical models include acoustic model (AM), language model (LM), lexicon model, and hidden Markov models (HMM). The research will help in understanding all of these statistical models of speech recognition. Researchers have also formulated different decoding methods, which are being utilized for realistic decoding tasks and constrained artificial languages. These decoding methods include pattern recognition, acoustic phonetic, and artificial intelligence. It has been recognized that artificial intelligence is the most efficient and reliable methods, which are being used in speech recognition.