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“If We Only Knew How You Feel”—A Comparative Study of Automated vs. Manual Classification of Opinions of Customers on Digital Media
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作者 huoston rodrigues batista José Carmino Gomes Junior +3 位作者 Marcelo Drudi Miranda Andréa Martiniano Renato José Sassi Marcos Antonio Gaspar 《Social Networking》 2019年第1期74-83,共10页
The Web development has drastically changed the human interaction and communication, leading to an exponential growth of data generated by users in various digital media. This mass of data provides opportunities for u... The Web development has drastically changed the human interaction and communication, leading to an exponential growth of data generated by users in various digital media. This mass of data provides opportunities for understanding people’s opinions about products, services, processes, events, political movements, and organizational strategies. In this context, it becomes important for companies to be able to assess customer satisfaction about their products or services. One of the ways to evaluate customer sentiment is the use of Sentiment Analysis, also known as Opinion Mining. This research aims to compare the efficiency of an automatic classifier based on dictionary with the classification by human jurors in a set of comments made by customers in Portuguese language. The data consist of opinions of service users of one of the largest Brazilian online employment agencies. The performance evaluation of the classification models was done using Kappa index and a Confusion Matrix. As the main finding, it is noteworthy that the agreement between the classifier and the human jurors came to moderate, with better performance for the dictionary-based classifier. This result was considered satisfactory, considering that the Sentiment Analysis in Portuguese language is a complex task and demands more research and development. 展开更多
关键词 SENTIMENT Analysis OPINION Mining Social Media
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Co-Creation in the Game Industry:A Case Study in a Brazilian Developer
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作者 Marcos Vinicius Cardoso huoston rodrigues batista +3 位作者 Ernani Marques da Silva Marcos Antonio Gaspar Ivanir Costa Fábio Luís Falchi de Magalhaes 《Social Networking》 2018年第1期63-78,共16页
The objective of this work is to understand how the process of co-creation occurs within the creative industry of video games. For this, concepts of the creative industry, co-creation, information and communication te... The objective of this work is to understand how the process of co-creation occurs within the creative industry of video games. For this, concepts of the creative industry, co-creation, information and communication technologies (ICTs) and innovation were studied. Since this is an exploratory and qualitative research, a single case study was chosen as a method. The analysis was done in a Brazilian company that develops games for mobile devices. The results show that the consumer (gamer) participates in value creation in the company’s products, mainly in the initial production stages. In the later phases, after the launch and other steps of the life cycle, although there is a relationship with the users, the joint creation of value is little explored by the organization. Also, it was verified that the co-creation process is supported by different information and communication tools, which provide agility to the process. 展开更多
关键词 CO-CREATION Empirical Studies Gaming Communities Information and Communication Technologies INNOVATION
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