Gender differentials and implicit feedback on online video content: enhancing user interest evaluation

2019 ◽  
Vol 119 (5) ◽  
pp. 1128-1146
Author(s):  
Woonkian Chong ◽  
Simon Rudkin ◽  
Junhui Zhang

Purpose Exponential growth in online video content makes viewing choice and video promotion increasingly challenging. While explicit recommendation systems have value, they inherently distract the user from normal behaviour and are open to numerous biases. To enhance user interest evaluation accuracy, the purpose of this paper is to comprehensively examine the relationship between implicit feedback and online video content, and reviews gender differentials in the interest indicated by a comprehensive set of viewer responses. Design/methodology/approach This paper includes 200 useable observations based on an experiment of user interaction with the Youku platform (one of the largest video-hosting websites in China). Logistic regression was employed for its simple interpretation to test the proposed hypotheses. Findings The findings demonstrate gender differentials in cursor movement behaviour, explainable via well-studied splits in personality, biological factors, primitive behaviour and emotion management. This work offers a solution to the sparsity of work on implicit feedback, contributing to the literature that combines explicit and implicit feedback. Practical implications This study offers a launch point for further work on human–computer interaction, and highlights the importance of looking beyond individual metrics to embrace wider human traits in video site design and implementation. Originality/value This paper links implicit feedback to online video content for the first time, and demonstrates its value as an interest capturing tool. By reviewing gender differentials in the interest indicated by a comprehensive set of viewer responses, this paper indicates how user characteristics remain critical. Consequently, this work signposts highly fruitful directions for both practitioners and researchers.

Author(s):  
Zeyang Yang ◽  
Mark Griffiths ◽  
Zhihao Yan ◽  
Wenting Xu

Watching online videos (including short-form videos) has become the most popular leisure activity in China. However, a few studies have reported the potential negative effects of online video watching behaviors (including the potential for ‘addiction’) among a minority of individuals. The present study investigated online video watching behaviors, motivational factors for watching online videos, and potentially addictive indicators of watching online videos. Semi-structured interviews were conducted among 20 young Chinese adults. Qualitative data were analyzed using thematic analysis. Eight themes were identified comprising: (i) content is key; (ii) types of online video watching; (iii) platform function hooks; (iv) personal interests; (v) watching becoming habitual; (vi) social interaction needs; (vii) reassurance needs; and (viii) addiction-like symptoms. Specific video content (e.g., mukbang, pornography), platform-driven continuous watching, and short-form videos were perceived by some participants as being potentially addictive. Specific features or content on Chinese online video platforms (e.g., ‘Danmu’ scrolling comments) need further investigation. Future studies should explore users’ addictive-like behaviors in relation to specific types of online video content and their social interaction on these platforms.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mark I Hwang ◽  
Susan Helser

Purpose Computer games that teach cybersecurity concepts have been developed to help both individuals and organizations shore up their defence against cybercrimes. Evidence of the effectiveness of these games has been rather weak, however. This paper aims to guide the design and testing of more effective cybersecurity educational games by developing a theoretical framework. Design/methodology/approach A review of the literature is conducted to explore the dependent variable of this research stream, learning outcomes and its relationship with four independent variables, game characteristics, game context, learning theory and user characteristics. Findings The dependent variable can be measured by five learning outcomes: information, content, strategic knowledge, eagerness to learn/time spent and behavioral change. Game characteristics refer to features that contribute to a game’s usefulness, interactivity, playfulness or attractiveness. Game context pertains to factors that determine how a game is used, including the target audience, the skill involved and the story. Learning theory explains how learning takes place and can be classified as behaviorism, cognitivism, humanism, social learning or constructivism. User characteristics including gender, age, computer experience, knowledge and perception, are attributes that can impact users’ susceptibility to cybercrimes and hence learning outcomes. Originality/value The framework facilitates taking stock of past research and guiding future research. The use of the framework is illustrated in a critique of two research streams. Multiple research directions are discussed for continued research into the design and testing of next-generation cybersecurity computer games.


2019 ◽  
Vol 13 (1) ◽  
pp. 235-254 ◽  
Author(s):  
Mengdi Wang ◽  
Dong Li

PurposeIn accordance with Bagozzi’s self-regulation theory, the aim of this paper is to explore the enablers and inhibitors of continuance intention from the perspective of bullet curtain, a new form of commentary on online video websites.Design/methodology/approachA total of 350 questionnaires were collected for the final analysis (covering 101 questionnaires for the pilot test) from China’s bullet curtain website. To analyze the model, the authors adopted SmartPLS 3.2, a structural equation modeling software.FindingsAs the results suggest, there is a positive correlation between satisfaction and continuance intention and a negative association between social network fatigue and continuance intention. In addition, synchronicity between the comments and video content, a dimension of synchronicity proposed in this study, improves the satisfaction. Furthermore, information overload significantly intensify social network fatigue.Practical implicationsThe results help bullet curtain providers offer better interactive environment and improve websites’ functions to stimulate users.Originality/valueBy combining positive effect and negative effect of commentary, this study investigates Bagozzi’s theory in a context of bullet curtain. Besides, combinations of these factors help to gain insights in how the bullet curtain works in online video websites. These offer useful guidelines for managers to optimize a better system.


2017 ◽  
Vol 45 (3) ◽  
pp. 130-138 ◽  
Author(s):  
Basit Shahzad ◽  
Ikramullah Lali ◽  
M. Saqib Nawaz ◽  
Waqar Aslam ◽  
Raza Mustafa ◽  
...  

Purpose Twitter users’ generated data, known as tweets, are now not only used for communication and opinion sharing, but they are considered an important source of trendsetting, future prediction, recommendation systems and marketing. Using network features in tweet modeling and applying data mining and deep learning techniques on tweets is gaining more and more interest. Design/methodology/approach In this paper, user interests are discovered from Twitter Trends using a modeling approach that uses network-based text data (tweets). First, the popular trends are collected and stored in separate documents. These data are then pre-processed, followed by their labeling in respective categories. Data are then modeled and user interest for each Trending topic is calculated by considering positive tweets in that trend, average retweet and favorite count. Findings The proposed approach can be used to infer users’ topics of interest on Twitter and to categorize them. Support vector machine can be used for training and validation purposes. Positive tweets can be further analyzed to find user posting patterns. There is a positive correlation between tweets and Google data. Practical implications The results can be used in the development of information filtering and prediction systems, especially in personalized recommendation systems. Social implications Twitter microblogging platform offers content posting and sharing to billions of internet users worldwide. Therefore, this work has significant socioeconomic impacts. Originality/value This study guides on how Twitter network structure features can be exploited in discovering user interests using tweets. Further, positive correlation of Twitter Trends with Google Trends is reported, which validates the correctness of the authors’ approach.


2015 ◽  
Vol 19 (1) ◽  
pp. 69-86 ◽  
Author(s):  
Juanjuan Wu ◽  
Ju-Young M. Kang ◽  
Cara Damminga ◽  
Hye-Young Kim ◽  
Kim K P Johnson

Purpose – The purpose of this paper is to test an online apparel co-design experience model and to investigate six determinants (perceived ease of use, perceived usefulness, enjoyment, level of personalization, social presence, and attitude towards the co-designed product) of online apparel co-design experience and effects on behavioural intention. Design/methodology/approach – Female college students (n=265) were surveyed after an actual online apparel co-design experience in a computer lab and interactions with other users wherever such arenas were provided. structural equation modelling was used for data analysis. Findings – The findings revealed that subjects’ apparel co-design experience was positively affected by enjoyment, attitude towards the co-designed product, perceived ease of use, and social presence. And behavioural intention towards the mass customization sites was positively affected by subjects’ attitude towards the co-design experience, subjective norm, and enjoyment. Originality/value – The research makes a unique theoretical contribution by conceptualizing MC 2.0 (MC sites that provide arenas for user interaction) and by incorporating and confirming the significance of both “enjoyment” and “social presence” variables as predictors of online apparel co-design experience.


Author(s):  
Daniel Scherer ◽  
Ademar V. Netto ◽  
Yuska P. C. Aguiar ◽  
Maria de Fátima Q. Vieira

In order to prevent human error, it is essential to understand the nature of the user’s behaviour. This chapter proposes a combined approach to increase knowledge of user behaviour by instantiating a programmable user model with data gathered from a user profile. Together, the user profile and user model represent, respectively, the static and dynamic characteristics of user behaviour. Typically, user models have been employed by system designers to explore the user decision-making process and its implications, since user profiles do not account for the dynamic aspects of a user interaction. In this chapter, the user profile and model are employed to study human errors—supporting an investigation of the relationship between user errors and user characteristics. The chapter reviews the literature on user profiles and models and presents the proposed user profile and model. It concludes by discussing the application of the proposed approach in the context of electrical systems’ operation.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Samira Khodabandehlou ◽  
S. Alireza Hashemi Golpayegani ◽  
Mahmoud Zivari Rahman

PurposeImproving the performance of recommender systems (RSs) has always been a major challenge in the area of e-commerce because the systems face issues such as cold start, sparsity, scalability and interest drift that affect their performance. Despite the efforts made to solve these problems, there is still no RS that can solve or reduce all the problems simultaneously. Therefore, the purpose of this study is to provide an effective and comprehensive RS to solve or reduce all of the above issues, which uses a combination of basic customer information as well as big data techniques.Design/methodology/approachThe most important steps in the proposed RS are: (1) collecting demographic and behavioral data of customers from an e-clothing store; (2) assessing customer personality traits; (3) creating a new user-item matrix based on customer/user interest; (4) calculating the similarity between customers with efficient k-nearest neighbor (EKNN) algorithm based on locality-sensitive hashing (LSH) approach and (5) defining a new similarity function based on a combination of personality traits, demographic characteristics and time-based purchasing behavior that are the key incentives for customers' purchases.FindingsThe proposed method was compared with different baselines (matrix factorization and ensemble). The results showed that the proposed method in terms of all evaluation measures led to a significant improvement in traditional collaborative filtering (CF) performance, and with a significant difference (more than 40%), performed better than all baselines. According to the results, we find that our proposed method, which uses a combination of personality information and demographics, as well as tracking the recent interests and needs of the customer with the LSH approach, helps to improve the effectiveness of the recommendations more than the baselines. This is due to the fact that this method, which uses the above information in conjunction with the LSH technique, is more effective and more accurate in solving problems of cold start, scalability, sparsity and interest drift.Research limitations/implicationsThe research data were limited to only one e-clothing store.Practical implicationsIn order to achieve an accurate and real-time RS in e-commerce, it is essential to use a combination of customer information with efficient techniques. In this regard, according to the results of the research, the use of personality traits and demographic characteristics lead to a more accurate knowledge of customers' interests and thus better identification of similar customers. Therefore, this information should be considered as a solution to reduce the problems of cold start and sparsity. Also, a better judgment can be made about customers' interests by considering their recent purchases; therefore, in order to solve the problems of interest drifts, different weights should be assigned to purchases and launch time of products/items at different times (the more recent, the more weight). Finally, the LSH technique is used to increase the RS scalability in e-commerce. In total, a combination of personality traits, demographics and customer purchasing behavior over time with the LSH technique should be used to achieve an ideal RS. Using the RS proposed in this research, it is possible to create a comfortable and enjoyable shopping experience for customers by providing real-time recommendations that match customers' preferences and can result in an increase in the profitability of e-shops.Originality/valueIn this study, by considering a combination of personality traits, demographic characteristics and time-based purchasing behavior of customers along with the LSH technique, we were able for the first time to simultaneously solve the basic problems of CF, namely cold start, scalability, sparsity and interest drift, which led to a decrease in significant errors of recommendations and an increase in the accuracy of CF. The average errors of the recommendations provided to users based on the proposed model is only about 13%, and the accuracy and compliance of these recommendations with the interests of customers is about 92%. In addition, a 40% difference between the accuracy of the proposed method and the traditional CF method has been observed. This level of accuracy in RSs is very significant and special, which is certainly welcomed by e-business owners. This is also a new scientific finding that is very useful for programmers, users and researchers. In general, the main contributions of this research are: 1) proposing an accurate RS using personality traits, demographic characteristics and time-based purchasing behavior; 2) proposing an effective and comprehensive RS for a “clothing” online store; 3) improving the RS performance by solving the cold start issue using personality traits and demographic characteristics; 4) improving the scalability issue in RS through efficient k-nearest neighbors; 5) Mitigating the sparsity issue by using personality traits and demographic characteristics and also by densifying the user-item matrix and 6) improving the RS accuracy by solving the interest drift issue through developing a time-based user-item matrix.


2019 ◽  
Vol 32 (5) ◽  
pp. 1070-1088 ◽  
Author(s):  
Zhiying Jiang ◽  
Chong Guan ◽  
Ivo L. de Haaij

Purpose The purpose of this paper is to investigate the benefits of Ad-Video and Product-Video congruity for embedded online video advertising. A conceptual model is constructed to test how congruity between online advertisements, advertised products and online videos impact consumer post-viewing attitudes via processing fluency. Design/methodology/approach An online experiment with eight versions of mock video sections (with embedded online video advertisements) was conducted. The study is a 2 (type of appeal: informational vs emotional) × 2 (Ad-Video congruity: congruent vs incongruent) × 2 (Product-Video congruity: congruent vs incongruent) full-factorial between-subject design. A total of 252 valid responses were collected for data analysis. Findings Results show that congruity is related to the improvement of processing fluency only for informational ads/videos. The positive effect of Ad-Video congruity on processing fluency is only significant for informational appeals but not emotional appeal. Similarly, the positive effects of Product-Video congruity on processing fluency are only significant for informational appeals but not emotional appeal. Involvement has been found to be positively related to processing fluency too. Processing fluency has a positive impact on the attitudes toward the ads, advertised products and videos. Research limitations/implications The finding that congruity is related to the improvement of processing fluency only for informational ads/videos extends the existing literature by identifying the type of appeal as a boundary condition. Practical implications Both brand managers and online video platform owners should monitor and operationalize the content and appeal congruity, especially for informational ads on a large scale to improve consumers’ responses. Originality/value To the best of the authors’ knowledge, this is the first paper to examine the effects of Ad-Video and Product-Video congruity of embedded advertisements on video sharing platforms. The findings of this study add to the literature on congruity and processing fluency.


1987 ◽  
Vol 31 (1) ◽  
pp. 46-50
Author(s):  
Andrew M. Cohill

This paper discusses two general models of user interaction in the context of user assistance (HELP) and their implications for design. Conceptual and quantitative models provide software engineers with tools that can aid them in the interface design process. The conceptual model presented is derived using a hermeneutic approach to the analysis of human-computer interaction. The interaction is modeled as a set of states and transitions between states. This suggests that user assistance should have a more central role in the design of the system. The quantitative model is derived from a study of the existing literature, and provides a framework for analyzing performance issues at the human-computer interface, using metrics like response time, keystrokes, error rates, and task completion rates. The model contains seven components, covering user characteristics, information type, structure, user knowledge, presentation, control, and access.


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