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    政大典藏 > College of Commerce > Department of MIS > Theses >  Item 140.119/136849
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/136849


    Title: 自我或與他人競爭?使用競爭遊戲化設計之於社群群眾外包推薦系統
    Competing with oneself or with others? Using competitive gamification design in community-based supported recommender system
    Authors: 丁乃達
    Ding, Nai-Da
    Contributors: 林怡伶
    Lin, Yi-Lin
    丁乃達
    Ding, Nai-Da
    Keywords: 推薦系統
    群眾外包
    遊戲化
    當地社區
    上下文
    recommender system
    context
    crowdsourcing
    gamification
    local community
    Date: 2021
    Issue Date: 2021-09-02 15:57:32 (UTC+8)
    Abstract: 從推薦物品中收集的即時上下文在上下文感知推薦系統中起著重要作用。例如,推薦系統可以通過及時上下文過濾掉尚未營業的餐廳。在這項研究中,我們提出了一種餐廳上下文感知推薦系統,該系統利用當地社區的群眾外包來收集即時上下文。我們設計了多個任務來滿足即時上下文收集的需求。此外,這項研究還討論了群眾外包中的關鍵挑戰,即如何激勵用戶參與。我們通過對擬議系統進行為期兩週的實地研究,比較了自我、社會競爭性遊戲化和混合這兩種遊戲化元素的遊戲化。參與者的反饋粗略地展示了使用當地社區的群眾外包來收集即時信息的可行性。實驗結果表明,混合競技遊戲化設計可以鼓勵高績效用戶和低產出用戶參與更多,而帶有自我競爭元素的遊戲化設計似乎可以激勵用戶完成更廣泛的任務。
    Real-time contexts collected from items play important roles in the context-aware recommender system. For example, the recommender system can filter out the restaurants that are not open through the real-time contexts. In this study, we proposed a restaurants context-aware recommender system which harnesses local community crowdsourcing to collect real-time contexts. We design multiple tasks to fulfill the needs of real-time contexts collection. Furthermore, the key challenge in crowdsourcing applications, namely how to motivate users to participate, has also been discussed. We compared self-, social competitive gamification and the gamification that mixed these two gamification elements by conducting a two-week field study of the proposed system. The feedback from participants provides a rough demonstration of the feasibility of using local community crowdsourcing to collect real-time information. The results of experiment reveal that mixed competitive gamification design can encourage high preforming users and the user with lower output to engage more, and the gamified design with the self-competitive elements seems to motivate users do a wider variety of tasks.
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    Description: 碩士
    國立政治大學
    資訊管理學系
    108356027
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0108356027
    Data Type: thesis
    DOI: 10.6814/NCCU202101340
    Appears in Collections:[Department of MIS] Theses

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