Challenges and Applications of Recommender Systems in E-Commerce

Author(s):  
Taushif Anwar ◽  
V. Uma ◽  
Md Imran Hussain

E-commerce and online business are getting too much attention and popularity in this era. A significant challenge is helping a customer through the recommendation of a big list of items to find the one they will like the most efficiently. The most important task of a recommendation system is to improve user experience through the most relevant recommendation of items based on their past behaviour. In e-commerce, the main idea behind the recommender system is to establish the relationship between users and items to recommend the most relevant items to the particular user. Most of the e-commerce websites such as Amazon, Flipkart, E-Bay, etc. are already applying the recommender system to assist their users in finding appropriate items. The main objective of this chapter is to illustrate and examine the issues, attacks, and research applications related to the recommender system.

2021 ◽  
Author(s):  
Mukkamala. S.N.V. Jitendra ◽  
Y. Radhika

Recommender systems play a vital role in e-commerce. It is a big source of a market that brings people from all over the world to a single place. It has become easy to access and reach the market while sitting anywhere. Recommender systems do a major role in the commerce mobility go smoothly easily as it is a software tool that helps in showing or recommending items based on user’s preferences by analyzing their taste. In this paper, we make a recommender system that would be specifically for music applications. Different people listen to different types of music, so we make note of their taste in music and suggest to them the next song based on their previous choice. This is achieved by using a popularity algorithm, classification, and collaborative filtering. Finally, we make a comparison of the built system for its effectiveness with different evaluation metrics.


2016 ◽  
Vol 2 ◽  
pp. e63 ◽  
Author(s):  
Nirmal Jonnalagedda ◽  
Susan Gauch ◽  
Kevin Labille ◽  
Sultan Alfarhood

Online news reading has become a widely popular way to read news articles from news sources around the globe. With the enormous amount of news articles available, users are easily overwhelmed by information of little interest to them. News recommender systems help users manage this flood by recommending articles based on user interests rather than presenting articles in order of their occurrence. We present our research on developing personalized news recommendation system with the help of a popular micro-blogging service, “Twitter.” News articles are ranked based on the popularity of the article identified from Twitter’s public timeline. In addition, users construct profiles based on their interests and news articles are also ranked based on their match to the user profile. By integrating these two approaches, we present a hybrid news recommendation model that recommends interesting news articles to the user based on their popularity as well as their relevance to the user profile.


Author(s):  
K. Venkata Ruchitha

In recent years, recommender systems became more and more common and area unit applied to a various vary of applications, thanks to development of things and its numerous varieties accessible, that leaves the users to settle on from bumper provided choices. Recommendations generally speed up searches and create it easier for users to access content that they're curious about, and conjointly surprise them with offers they'd haven't sought for. By victimisation filtering strategies for pre-processing the information, recommendations area unit provided either through collaborative filtering or through content-based Filtering. This recommender system recommends books supported the description and features. It identifies the similarity between the books supported its description. It conjointly considers the user previous history so as to advocate the identical book.


Author(s):  
Wen-Yau Liang ◽  
Chun-Che Huang ◽  
Tzu-Liang Tseng ◽  
Zih-Yan Wang ◽  
◽  
...  

Introduction. Measuring user experience, though natural in a business environment, is often challenging for recommender systems research. How recommender systems can substantially improve consumers’ decision making is well understood; but the influence of specific design attributes of the recommender system interface on decision making and other outcome measures is far less understood. Method. This study provides the first empirical test of post-acceptance model adaption for information system continuance in the context of recommender systems. Based on the proposed model, two presentation types (with or without using tag cloud) are compared. An experimental design is used and a questionnaire is developed to analyse the data. Analysis. Data were analysed using SPSS and SmartPLS (partial least squares path modeling method). Statistical methods used for the questionnaire on user satisfaction were a reliability analysis, a validity analysis and T-tests. Results. The results demonstrate that the proposed model is supported and that the visual recommender system can indeed significantly enhance user satisfaction and continuance intention. Conclusions. In order to improve the satisfaction or continuance intention of users, it is required to improve the perceived usefulness, effectiveness and visual attractiveness of a recommender system.


2020 ◽  
Author(s):  
Zhao Zhao ◽  
Ali Arya ◽  
Rita Orji ◽  
Gerry Chan

BACKGROUND Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a <i>one-size-fits-all</i> approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. OBJECTIVE This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. METHODS We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. RESULTS Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (<i>F</i><sub>3,36</sub>=22.49; <i>P</i>&lt;.001), satisfaction (<i>F</i><sub>3,36</sub>=22.12; <i>P</i>&lt;.001), and preference (<i>F</i><sub>3,36</sub>=15.0; <i>P</i>&lt;.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. CONCLUSIONS On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time. CLINICALTRIAL


10.2196/19968 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e19968
Author(s):  
Zhao Zhao ◽  
Ali Arya ◽  
Rita Orji ◽  
Gerry Chan

Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. Objective This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. Methods We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. Results Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F3,36=22.49; P<.001), satisfaction (F3,36=22.12; P<.001), and preference (F3,36=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. Conclusions On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time.


Author(s):  
Zk Abdurahman Baizal ◽  
Nur Rahmawati

<p>Conversational recommender system is system that provides dialogue as user guide to obtain information from the user, in order to obtain preference for products needed. This research implements conversational recommender system with knowledge-based in the smartphone domain with an explanation facility. The recommended products are obtained based on the functional requirements of the user. Therefore, this study use ontology model as a knowledge to be more flexible in finding products that is suitable with the functional requirements of the user that is by tracing a series of semantic based on relationships in order to obtain the user model. By exploiting the relationship between instances of user models, the explanation facility generated can be more natural. Our filtering method uses semantic reasoning with inference method to avoid overspecialization. The evaluation show that the performance of our recommender system with explanation facilities is more efficient than the recommendation system without explanation facility, that can be seen from the number of iterations. We also notice that our system has accuracy of 84%.</p>


Author(s):  
Volodymyr Antofiichuk

The paper deals with the story “Za hotar” (“Beyond the Boundary”) by Olha Kobylianska from the point of view of modernist sacral aesthetics, since, as it has been observed, its architectonic structure comprises the parable of the Good Samaritan. It is proven that the relationship between the parable and the story is displayed at different levels of the literary text. The plot of the story “Za hotar” has many obvious parallels with the Christ’s parable, down to the coincidences in the image of a merciless priest. The modernist sacral perspective of the literary work by Olha Kobylianska makes it possible not only to observe the presence of hidden signs of the New Testament parable, but also to interpret the possibility of a genre shift. This procedure allows denoting this literary work not as an essay, but as a short story, since the parable of the Good Samaritan has a characteristic feature of a short story (its main idea is represented in showing mercy by one of the Samaritans, who in biblical times were considered as people lacking any sympathy towards strangers). The work by Olha Kobylianska provides an extremely powerful and philosophically deep insight. The plot includes the death of a daughter. On the one hand, it is perceived as quite substantiated (the child ran outdoors undressed in winter), but in terms of the mystical perspective it becomes a symbol of Christian mercy, or even a Christian self-sacrifice. Thus, the literary work “Za hotar” by Olha Kobylianska is based on the architectonical ground of the parable about the Good Samaritan. From the realistic perspective it may be interpreted as an essay revealing the mental traditions, everyday life, ideological foundations of the Bukovynian village contemporary for the writer. Although it becomes a parable in the modernist sacral perspective, which hides the fundamental gospel basis behind a realistic plot.


Author(s):  
Yelyzaveta Meleshko ◽  
Mykola Yakymenko ◽  
Viktor Bosko

The subject matter of the article is the process of computer simulation modeling of complex networks. The goal is to develop a method of computer simulation modeling of ordinary user and bot behavior in a recommendation system based on the theory of complex networks to test the accuracy and robustness of various algorithms for generating recommendations. The tasks to be solved are: to develop a computer simulation model of user and bot behavior in a recommendation system with the ability to generate datasets for testing recommendation generation algorithms. The methods used are: graph theory, theory of complex networks, statistics theory, probability theory, methods of object-oriented programming and methods of working with graph databases. Results. A method of computer simulation modeling of users and objects in a recommender system was proposed, which consists of generating the structure of the social graph of a recommender system and simulating user and bot behavior in it. A series of experiments to test the performance of the developed computer simulation model was carried out. During the experiments, working and testing datasets were generated. Based on the working datasets, the preferences of users by the method of collaborative filtering were predicted. Based on testing datasets, the accuracy of prediction predictions was checked. The results of the experiments showed that the jitter of the investigated values of the Precision, Recall and RMSE of prediction predictions in most practical cases confidently fits within the allowable fluctuation limits, and therefore the users' behavior in computer simulation model was not random and it real users' behavior with certain preferences was simulated. This confirms the reliability of the developed computer simulation model of a recommendation system. Conclusions. A method of computer simulation modeling of user and bot behavior in a recommendation system, which allows generating datasets for testing the algorithms for generating recommendations, was proposed. The developed method makes it possible to simulate the behavior of both ordinary users and bots, which makes it possible to create datasets for testing the robustness of recommender systems to information attacks, as well as for testing the effectiveness of methods for detecting and neutralizing botnets. The structure of relations between users and objects of the recommender system was modeled using the theory of complex networks. Information attacks of bots were modeled on the basis of known models of profile-injection attacks on recommender systems.


Author(s):  
Guillermo Fernández ◽  
Waldemar López ◽  
Bruno Rienzi ◽  
Pablo Rodríguez-Bocca

Going to the cinema or watching television are social activities that generally take place in groups. In these cases, a recommender system for ephemeral groups of users is more suitable than (well-studied) recommender systems for individuals. In this paper we present a recommendation system for groups of users that go to the cinema. The system uses the Slope One algorithm for computing individual predictions and the Multiplicative Utilitarian Strategy as a model to make a recommendation to an entire group. We show how we solved all practical aspects of the system; including its architecture and a mobile application for the service, the lack of user data (ramp-up and cold-start problems), the scaling fit of the group model strategy, and other improvements in order to reduce the response time. Finally, we validate the performance of the system with a set of experiments with 57 ephemeral groups.


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