An Automated Recommendation System for Crowdsourcing Data Using Improved Heuristic‐Aided Residual Long Short‐Term Memory
K. Dhinakaran,
R. Nedunchelian
Computational Intelligence,
Год журнала:
2025,
Номер
41(1)
Опубликована: Янв. 6, 2025
ABSTRACT
In
recent
years,
crowdsourcing
has
developed
into
a
business
production
paradigm
and
distributed
problem‐solving
platform.
However,
the
conventional
machine
learning
models
failed
to
assist
both
requesters
workers
in
finding
proper
jobs
that
affect
better
quality
outputs.
The
traditional
large‐scale
systems
typically
involve
lot
of
microtasks,
it
requires
more
time
for
crowdworker
search
work
on
this
Thus,
task
suggestion
methods
are
useful.
Yet,
approaches
do
not
consider
cold‐start
issue.
To
tackle
these
issues,
paper,
new
recommendation
system
data
is
implemented
utilizing
deep
learning.
Initially,
from
standard
online
sources,
crowdsourced
accumulated.
novelty
model
propose
an
adaptive
residual
long
short‐term
memory
(ARes‐LSTM)
learns
task's
latent
factor
via
features
rather
than
ID.
Here,
network's
parameters
optimized
by
fitness‐based
drawer
algorithm
(F‐DA)
improve
efficacy
rates.
Further,
suggested
ARes‐LSTM
adopted
detect
user's
preference
score
based
historical
behaviors.
According
behavior
records
users
features,
provides
personalized
recommendations
rectifies
issue
cold‐start.
From
outcomes,
accuracy
rate
91.42857.
Consequently,
techniques
such
as
AOA,
TSA,
BBRO,
DA
attained
84.07,
85.42,
87.07,
90.07.
Finally,
simulation
conducted
with
various
efficiency
metrics
show
supremacy
designed
system.
proved
chooses
intended
tasks
individual
preferences
can
help
enlarge
number
chances
engage
efforts
across
broad
range
platforms.
Язык: Английский
Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe
Опубликована: Янв. 1, 2025
Язык: Английский
Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories
Internet Research,
Год журнала:
2024,
Номер
unknown
Опубликована: Июль 16, 2024
Purpose
Gamification
has
been
constantly
demonstrated
as
an
effective
mechanism
for
employee
engagement.
However,
little
is
known
about
how
gamification
reduces
cyberloafing
and
the
by
which
it
affects
in
workplace.
This
study
draws
inspiration
from
self-determination
social
bonding
theories
to
explain
game
dynamics,
namely,
personalised
challenges,
interactivity
progression
status,
enhance
tacit
knowledge
sharing
behaviour,
which,
turn,
cyberloafing.
In
addition,
also
examines
negative
moderating
effect
of
fear
failure
on
positive
relationship
between
dynamics
sharing.
Design/methodology/approach
Using
a
sample
250
employees
information
technology
organisations,
employed
3-wave
examine
conditional
indirect
effects.
Findings
The
results
ascertain
that
plays
central
role
Further,
positively
influenced
sharing,
turn
reduced
Especially,
status
greatly
behaviour
when
was
low.
Originality/value
one
initial
studies
suggest
progressive
tool
reduce
workplace
behaviours.
It
utilises
problematisation
approach
analyse
criticise
in-house
assumptions
regarding
prevention
measures.
proposes
conceptual
model
explaining
link
through
alternate
assumptions.
Язык: Английский
Adaptive-Propagating Heterophilous Graph Convolutional Network
Опубликована: Янв. 1, 2024
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Язык: Английский
Gamifying Cultural Heritage: The Digitization Journey of Genoa University Museum System (SMA-UniGe)
Опубликована: Апрель 10, 2024
The
extensive
collection
of
paper
documents
and
books
stored
in
the
archives
universities
worldwide
is
a
hidden
cultural
heritage
that
frequently
inaccessible.
To
overcome
this
problem,
University
Genoa,
Italy,
seeks
to
collect,
store,
digitize
wide
variety
items,
encompassing
books,
manuscripts,
archival
materials,
related
museum
artifacts,
which
together
form
great
importance
historical
significance.
make
such
accessible
both
humans
machines,
images
videos
must
be
provided
with
alternate
descriptions,
metadata,
speech-to-text
transcriptions
while
ancient
texts,
for
OCR
techniques
are
often
not
effective,
accompanied
by
word-for-word
transcripts.
This
work
presents
design
transcription
system
“University
Museum
System”
at
Italy
(SMA-UniGe),
including
user
interface
elements
users’
engagement
techniques.
goal
create
an
digital
can
enjoyed
all,
facilitated
community
volunteers
who
eager
dedicate
their
time,
have
experience,
socialize,
interact
on
proposed
system.
exploits
gamification
theory
transform
typically
monotonous
task
into
captivating
experience.
activity
line
so-called
third
mission,
i.e.,
public
aims
generating
knowledge
outside
academic
environment
benefit
social,
cultural,
economic
development.
Язык: Английский
Affection-enhanced Personalized Question Recommendation in Online Learning
KSII Transactions on Internet and Information Systems,
Год журнала:
2023,
Номер
17(12)
Опубликована: Дек. 31, 2023
With
the
popularity
of
online
learning,
intelligent
tutoring
systems
are
starting
to
become
mainstream
for
assisting
question
practice.Surrounded
by
abundant
learning
resources,
some
students
struggle
select
proper
questions.Personalized
recommendation
is
crucial
supporting
in
choosing
questions
improve
their
performance.However,
traditional
methods
(i.e.,
collaborative
filtering
(CF)
and
cognitive
diagnosis
model
(CDM))
cannot
meet
students'
needs
well.The
CDM-based
ignores
requirements
similarities,
resulting
inaccuracies
recommendation.Even
CF
examines
student
it
disregards
knowledge
proficiency
struggles
when
generating
appropriate
difficulty.To
solve
these
issues,
we
first
design
an
enhanced
process
that
integrates
affection
into
CDM
employing
non-compensatory
bidimensional
item
response
(NCB-IRM)
enhance
representation
individual
personality.Subsequently,
propose
affection-enhanced
personalized
(AE-PQR)
method
learning.It
introduces
NCB-IRM
CF,
considering
both
common
characteristics
responses
maintain
rationality
accuracy
recommendation.Experimental
results
show
our
proposed
improves
diagnosed
cognition
appropriateness
recommended
questions.
Язык: Английский