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基于用户访问树的Web日志挖掘数据预处理 总被引:1,自引:0,他引:1
在Web日志挖掘中数据预处理是整个挖掘过程的基础,直接影响日志挖掘的质量和结果.提出了一种基于用户访问树的Web日志挖掘数据预处理方法,该方法在处理过程中根据Web日志建立用户访问树,并利用用户访问树进行用户和事务识别,从而可以在缺乏网站拓扑结构的情况下准确地对Web日志进行预处理. 相似文献
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基于兴趣特征的WUM数据预处理方法 总被引:2,自引:0,他引:2
为了降低数据规模,并从行为日志中发现更有推荐价值的访问模式,提出了基于用户兴趣特征的数据预处理方法。该方法过滤不具有推荐价值的、用户因偶然发生的短期兴趣而访问网络的行为记录。实验结果表明该方法能够较好地降低数据规模,过滤掉噪音数据,从而减小代理端日志挖掘的复杂度,提高基于Web使用挖掘(WUM)进行个性化推荐的准确度。 相似文献
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基于Web日志的用户访问模式挖掘 总被引:1,自引:0,他引:1
Web日志挖掘是数据挖掘技术在Web日志数据存储中的应用。论文介绍了Web日志挖掘,在分析发现用户访问模式方法——类Apriori算法的基础上,给出一种基于粗糙集的用户访问模式聚类方法。 相似文献
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Web使用挖掘是数据挖掘技术在Web信息仓库中的应用.Web使用挖掘通过挖掘Web服务器日志获取的知识来预测用户浏览行为,是Web挖掘技术中的一个重要研究方向.通常发现的知识或一些意外规则很可能是不精确的、不完备的,这就需要用软计算技术如粗糙集来解决.提出一种基于粗糙近似的聚类方法,该方法能够实现从Web访问日志中聚类Web事务.通过这种方法可以有效地挖掘Web日志记录,从而发现用户存取Web页面的模式. 相似文献
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This paper presents a framework for the design of User Interfaces (UIs). By applying model transformations, the framework allows different UIs to be generated for different computing platforms. The tool presented in this work helps designers to build an abstract user interface which is later transformed into a concrete user interface by means of transformation techniques based on graph grammars. These techniques can be used to generate implementation code for several UI platforms including desktop applications, dynamic websites and mobile applications. The generated user interfaces are integrated with a multi-tier application by referencing external services and communicating with the application core over Web Service protocols. Our tool also allows the concrete interfaces to be enhanced before generating the final UI. The approach uses an adaptation of UIML (User Interface Markup Language). The adaptation focuses on defining a data model and a services model, and it also introduces a navigation model that allows data communication from one UI to another. The obtained UIs together with Web Services can conform complete applications instead of just being prototypes. 相似文献
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The UI must be designed to facilitate the widespread and increased use of mobile content. Current UI approaches in the computing domain - such as windows, icons, menus, and pointing (WIMP) - are inadequate and inappropriate for mobile applications. Mobile device constraints pose several UI design challenges. UIs for emerging mobile devices consist of hardware and software combinations such as additional buttons for text input and special functional keys, touch-sensitive screens, audio/visual interfaces, and haptic interfaces to provide virtual-reality (VR) experiences. Analysts expect that third-generation mobile phones and beyond will be conduits for enormous amounts of multimedia content. Several major issues along a variety of dimensions must be addressed in the design and provision of content to these mobile devices. Because they are crucial for enhancing the user experience and enabling the effective consumption of mobile content, UIs are therefore among the major issues that need further study and work. 相似文献
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Information systems are widely used in all business areas. These systems typically integrate a set of functionalities that implement business rules and maintain databases. Users interact with these systems and use these features through user interfaces (UI). Each UI is usually composed of menus where the user can select the desired functionality, thus accessing a new UI that corresponds to the desired feature. Hence, a system normally contains multiple UIs. However, keeping consistency between these UIs of a system from a visual (organisation, component style, etc.) and behavioral perspective is usually difficult. This problem also appears in software production lines, where it would be desirable to have patterns to guide the construction and maintenance of UIs. One possible way of defining such patterns is to use model-driven engineering (MDE). In MDE, models are defined at different levels, where the bottom level is called a metamodel. The metamodel determines the main characteristics of the models of the upper levels, serving as a guideline. Each new level must adhere to the rules defined by the lower levels. This way, if anything changes in a lower level, these changes are propagated to the levels above it. The goal of this work is to define and validate a metamodel that allows the modeling of UIs of software systems, thus allowing the definition of patterns of interface and supporting system evolution. To build this metamodel, we use a graph structure. This choice is due to the fact that a UI can be easily represented as a graph, where each UI component is a vertex and edges represent dependencies between these components. Moreover, graph theory provides support for a great number of operations and transformations that can be useful for UIs. The metamodel was defined based on the investigation of patterns that occur in UIs. We used a sample of information systems containing different types of UIs to obtain such patterns. To validate the metamodel, we built the complete UI models of one new system and of four existing real systems. This shows not only the expressive power of the metamodel, but also its versatility, since our validation was conducted using different types of systems (a desktop system, a web system, mobile system, and a multiplatform system). Moreover, it also demonstrated that the proposed approach can be used not only to build new models, but also to describe existing ones (by reverse engineering). 相似文献
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Industrial standards define safety requirements for Human-Robot Collaboration (HRC) in industrial manufacturing. The standards particularly require real-time monitoring and securing of the minimum protective distance between a robot and an operator. This paper proposes a depth-sensor based model for workspace monitoring and an interactive Augmented Reality (AR) User Interface (UI) for safe HRC. The AR UI is implemented on two different hardware: a projector-mirror setup and a wearable AR gear (HoloLens). The workspace model and UIs are evaluated in a realistic diesel engine assembly task. The AR-based interactive UIs provide 21–24% and 57–64% reduction in the task completion and robot idle time, respectively, as compared to a baseline without interaction and workspace sharing. However, user experience assessment reveal that HoloLens based AR is not yet suitable for industrial manufacturing while the projector-mirror setup shows clear improvements in safety and work ergonomics. 相似文献
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《International journal of human-computer studies》2009,67(6):515-532
The increasing complexity of applications on handheld devices requires the development of rich new interaction methods specifically designed for resource-limited mobile use contexts. One appealingly convenient approach to this problem is to use device motions as input, a paradigm in which the currently dominant interaction metaphors are gesture recognition and visually mediated scrolling. However, neither is ideal. The former suffers from fundamental problems in the learning and communication of gestural patterns, while the latter requires continual visual monitoring of the mobile device, a task that is undesirable in many mobile contexts and also inherently in conflict with the act of moving a device to control it. This paper proposes an alternate approach: a gestural menu technique inspired by marking menus and designed specifically for the characteristics of motion input. It uses rotations between targets occupying large portions of angular space and emphasizes kinesthetic, eyes-free interaction. Three evaluations are presented, two featuring an abstract user interface (UI) and focusing on how user performance changes when the basic system parameters of number, size and depth of targets are manipulated. These studies show that a version of the menu system containing 19 commands yields optimal performance, compares well against data from the previous literature and can be used effectively eyes free (without graphical feedback). The final study uses a full graphical UI and untrained users to demonstrate that the system can be rapidly learnt. Together, these three studies rigorously validate the system design and suggest promising new directions for handheld motion-based UIs. 相似文献
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Marino Linaje Adolfo Lozano-Tello Miguel A. Perez-Toledano Juan Carlos Preciado Roberto Rodriguez-Echeverria Fernando Sanchez-Figueroa 《Journal of Symbolic Computation》2011,46(2):207-217
Rich Internet Applications (RIAs) technologies are challenging the way in which the Web is being developed. However, from the UI accessibility point of view, these technologies pose new challenges that the Web Accessibility Initiative of the W3C is trying to solve through the use of a standard specification for Accessible Rich Internet Applications (WAI-ARIA). Currently, the introduction of properties defined in WAI-ARIA is being done in an ad-hoc manner due to the lack of models, methodologies and tools to support the design of accessible RIA UIs. In this paper we propose a semantic approach to deal with this modeling issue by extending the RUX-Method, a model-based method to build RIA UIs. The approach includes the validation process of the accessibility issues at two different levels: the UI structure and the interactions behavior. 相似文献
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Florian Daniel Stefano Soi Stefano Tranquillini Fabio Casati Chang Heng Li Yan 《Information Systems》2012
Workflow management systems focus on the coordination of people and work items, service composition approaches on the coordination of service invocations, and, recently, web mashups have started focusing on the integration and coordination of pieces of user interfaces (UIs), e.g., a Google map, inside simple web pages. While these three approaches have evolved in a rather isolated fashion – although they can be seen as evolution of the componentization and coordination idea from people to services to UIs – in this paper we describe a component-based development paradigm that conciliates the core strengths of these three approaches inside a single model and language. We call this new paradigm distributed UI orchestration, so as to reflect the mashup-like and process-based nature of our target applications. In order to aid developers in implementing UI orchestrations, we equip the described model and language with suitable design, deployment, and runtime instruments, covering the whole life cycle of distributed UI orchestrations. 相似文献
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《Advanced Engineering Informatics》2012,26(3):641-652
This research focuses on one of the major challenges in a tele-operated crane system, namely the user interface (UI). This UI should provide rich information retrieved from the field and display it properly in order to enhance the operation and decision-making processes involved in crane activities. In this research, we have designed two UIs specifically for a tele-operated crane system. The first UI is a four view system (quad-view) with a top view, left-side view, right-side view, and global view. The second UI has four views but uses additional guidance from Augmented Reality (AR) technologies. To test the UIs, we used a robot arm (KUKA KR16) to simulate a tele-operated crane in a testing environment. We also compared the UIs we designed against a conventional operation interface (i.e. operator’s view with oral guidance from the ground). We conducted a user test with two groups of participants: 5 crane operators and 30 students. Students constitute a novice group, and their results are interpreted from a statistical perspective. Using the student group, the interface’s learning curve can be evaluated. Operators constitute an expert group, which provides evidences for evaluating if the developed UIs are realistic and fit the needs of the field. We found that use of the UIs we designed resulted in a shorter erection time (336 and 343 s) than if the participants used the conventional operation interface (380 s). A self-evaluated index showing the difficulty of the tasks, the NASA task loading index (TLX), was calculated for each of the UIs. The UIs resulted in a higher TLX (52.0 and 53.2) than the conventional operation interface (32.2). In summary, the two UIs developed in this research are able to assist operators in operating remote cranes more efficiently and with less mental load than by using the conventional operation interface. 相似文献
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可用性评估是保证界面质量的重要手段。利用粗糙集灰色分析解决复杂产品界面可用性评估中的模糊问题,建立界面可用性评估模型;基于任务将难以直接评估的复杂界面分解成多个子界面,建立新的复杂界面可用性评价指标的测量方法和实验范式,从而实现对复杂界面可用性的客观评价。经实例验证,本方法可实现对多个复杂界面方案进行可用性评估和优选,最后通过脑电实验验证了其有效性。 相似文献