hybrid recommender
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Author(s):  
Dr. C. K. Gomathy

Abstract: Here we are building an collaborative filtering matrix factorization based hybrid recommender system to recommend movies to users based on the sentiment generated from twitter tweets and other vectors generated by the user in their previous activities. To calculate sentiment data has been collected from twitter using developer APIs and scrapping techniques later these are cleaned, stemming, lemetized and generated sentiment values. These values are merged with the movie data taken and create the main data frame.The traditional approaches like collaborative filtering and content-based filtering have limitations like it requires previous user activities for performing recommendations. To reduce this dependency hybrid is used which combines both collaborative and content based filtering techniques with the sentiment generated above. Keywords: machine learning, natural language processing, movie lens data, root mean square equation, matrix factorization, recommenders system, sentiment analysis


2021 ◽  
Vol 11 (22) ◽  
pp. 10776
Author(s):  
Amani Braham ◽  
Maha Khemaja ◽  
Félix Buendía ◽  
Faiez Gargouri

User interface design patterns are acknowledged as a standard solution to recurring design problems. The heterogeneity of existing design patterns makes the selection of relevant ones difficult. To tackle these concerns, the current work contributes in a twofold manner. The first contribution is the development of a recommender system for selecting the most relevant design patterns in the Human Computer Interaction (HCI) domain. This system introduces a hybrid approach that combines text-based and ontology-based techniques and is aimed at using semantic similarity along with ontology models to retrieve appropriate HCI design patterns. The second contribution addresses the validation of the proposed recommender system regarding the acceptance intention towards our system by assessing the perceived experience and the perceived accuracy. To this purpose, we conducted a user-centric evaluation experiment wherein participants were invited to fill pre-study and post-test questionnaires. The findings of the evaluation study revealed that the perceived experience of the proposed system’s quality and the accuracy of the recommended design patterns were assessed positively.


2021 ◽  
Vol 19 (5) ◽  
pp. pp432-451
Author(s):  
Sonia Souabi ◽  
Asmaâ Retbi ◽  
Mohammed Khalidi Idrissi Khalidi Idrissi ◽  
Samir Bennani

E-learning is renowned as one of the highly effective modalities of learning. Social learning, in turn, is considered to be of major importance as it promotes collaboration between learners. For properly managing learning resources, recommender systems have been implemented in e-learning to enhance learners' experience. Whilst recommender systems are of widespread concern in online learning, it is still unclear to educators how recommender systems can improve the learning process and have a positive impact on learning. This paper seeks to provide an overview of the recommender systems proposed in e-learning between 2007 and the first part of 2021. Out of 100 initially identified publications for the period between 2007 and the first part of 2021, 51 articles were included for final synthesis, according to specific criteria. The descriptive results show that most of the disciplines involved in educational recommender systems papers have approached e-learning in a general way without putting as much emphasis on social learning, and that recommender systems based on explicit feedbacks and ratings were the most frequently used in empirical studies. The synthesis of results presents several recommender systems types in e-learning: (1) Content-based recommender systems, (2) Collaborative-filtering recommender systems, (3) Hybrid recommender systems and (4) Recommender systems based on supervised and unsupervised algorithms. The conclusions reflect on the almost lack of critical reflection on the importance of addressing recommender systems in social learning and social educational networks in particular, especially as social learning has particular requirements, the weak databases size used in some research work, the importance of acknowledging the strengths and weaknesses of each type of recommender system in an educational context and the need for further exploration of implicit feedbacks more than explicit learners’ feedbacks for more accurate recommendations.


2021 ◽  
Vol 5 (5) ◽  
pp. 977-983
Author(s):  
Muhammad Johari ◽  
Arif Laksito

Today, consumers are faced with an abundance of information on the internet; accordingly, it is hard for them to reach the vital information they need. One of the reasonable solutions in modern society is implementing information filtering. Some researchers implemented a recommender system as filtering to increase customers’ experience in social media and e-commerce. This research focuses on the combination of two methods in the recommender system, that is, demographic and content-based filtering, commonly it is called hybrid filtering. In this research, item products are collected using the data crawling method from the big three e-commerce in Indonesia (Shopee, Tokopedia, and Bukalapak). This experiment has been implemented in the web application using the Flask framework to generate products’ recommended items. This research employs the IMDb weight rating formula to get the best score lists and TF-IDF with Cosine similarity to create the similarity between products to produce related items.  


Author(s):  
Aditya Manikantan

Abstract: Recommending video games can be trickier than movies. When it comes to selecting a video game, many factors are involved such as its genre, platform on which it’s played, duration of main and side quests, and more. However, recommending games based on just these features won’t suffice as a person who, for example, enjoys a certain genre of game can equally enjoy a vastly different genre. Therefore, a scoring mechanism is required which takes into account both, features of a game (contentbased filtering) and also studies the buying patterns of people playing a particular game (collaborative filtering). In this paper I have proposed a way to take into account both content-based and collaborative filtering into the final recommendation. I have used cosine similarity to quantify the similarity between the features of games. Along with this, I have employed a Deep fullyconnected AutoEncoder (DAE) to generalize the implicit data representation of an user’s buying patterns. Finally, I present a novel approach to combine the scores of these filtering techniques in such a way that it gives equal weightage to both. In other words, they both have equal influence over the final list of the top 10 games recommended to the user. Keywords: Hybrid Recommender, Collaborative filtering, Content-based filtering, Cosine similarity, AutoEncoder.


Author(s):  
S. Bhaskaran ◽  
Raja Marappan

AbstractA decision-making system is one of the most important tools in data mining. The data mining field has become a forum where it is necessary to utilize users' interactions, decision-making processes and overall experience. Nowadays, e-learning is indeed a progressive method to provide online education in long-lasting terms, contrasting to the customary head-to-head process of educating with culture. Through e-learning, an ever-increasing number of learners have profited from different programs. Notwithstanding, the highly assorted variety of the students on the internet presents new difficulties to the conservative one-estimate fit-all learning systems, in which a solitary arrangement of learning assets is specified to the learners. The problems and limitations in well-known recommender systems are much variations in the expected absolute error, consuming more query processing time, and providing less accuracy in the final recommendation. The main objectives of this research are the design and analysis of a new transductive support vector machine-based hybrid personalized hybrid recommender for the machine learning public data sets. The learning experience has been achieved through the habits of the learners. This research designs some of the new strategies that are experimented with to improve the performance of a hybrid recommender. The modified one-source denoising approach is designed to preprocess the learner dataset. The modified anarchic society optimization strategy is designed to improve the performance measurements. The enhanced and generalized sequential pattern strategy is proposed to mine the sequential pattern of learners. The enhanced transductive support vector machine is developed to evaluate the extracted habits and interests. These new strategies analyze the confidential rate of learners and provide the best recommendation to the learners. The proposed generalized model is simulated on public datasets for machine learning such as movies, music, books, food, merchandise, healthcare, dating, scholarly paper, and open university learning recommendation. The experimental analysis concludes that the enhanced clustering strategy discovers clusters that are based on random size. The proposed recommendation strategies achieve better significant performance over the methods in terms of expected absolute error, accuracy, ranking score, recall, and precision measurements. The accuracy of the proposed datasets lies between 82 and 98%. The MAE metric lies between 5 and 19.2% for the simulated public datasets. The simulation results prove the proposed generalized recommender has a great strength to improve the quality and performance.


2021 ◽  
pp. 1-14
Author(s):  
Panagiotis Giannopoulos ◽  
Georgios Kournetas ◽  
Nikos Karacapilidis

Recommender Systems is a highly applicable subclass of information filtering systems, aiming to provide users with personalized item suggestions. These systems build on collaborative filtering and content-based methods to overcome the information overload issue. Hybrid recommender systems combine the abovementioned methods and are generally proved to be more efficient than the classical approaches. In this paper, we propose a novel approach for the development of a hybrid recommender system that is able to make recommendations under the limitation of processing small amounts of data with strong intercorrelation. The proposed hybrid solution integrates Machine Learning and Multi-Criteria Decision Analysis algorithms. The experimental evaluation of the proposed solution indicates that it performs better than widely used Machine Learning algorithms such as the k-Nearest Neighbors and Decision Trees.


Author(s):  
Muhammad Sanwal ◽  
Cafer ÇALIŞKAN

In the current era, a rapid increase in data volume produces redundant information on the internet. This predicts the appropriate items for users a great challenge in information systems. As a result, recommender systems have emerged in this decade to resolve such problems. Various e-commerce platforms such as Amazon and Netflix prefer using some decent systems to recommend their items to users. In literature, multiple methods such as matrix factorization and collaborative filtering exist and have been implemented for a long time, however recent studies show that some other approaches, especially using artificial neural networks, have promising improvements in this area of research. In this research, we propose a new hybrid recommender system that results in better performance. In the proposed system, the users are divided into two main categories, namely average users, and non-average users. Then, various machine learning and deep learning methods are applied within these categories to achieve better results. Some methods such as decision trees, support vector regression, and random forest are applied to the average users. On the other side, matrix factorization, collaborative filtering, and some deep learning methods are implemented for non-average users. This approach achieves better compared to the traditional methods.


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