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A Novel Gamification Approach to Recomendation Based Mobile Applications

机译:基于推荐的移动应用的新型游戏化方法

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Sites in E-Commerce tag like Amazon are now an integral section of the internet economy these days. Rapid growth in the smart phone market has excelled these sectors into the mainstream. There are many applications of recommender based system that is used by smartphone users such as e-commerce apps, travel apps and many others. The focus of this paper is to design an approach via data mining, human psychology techniques in interaction to make a mobile application profitable by making a large share of users tend to use the application for some significant time more and hence increase the company's revenue via advertisements or other means. This paper also focuses on increasing the usability to all the users of recommender based mobile applications and also on increasing the profit of the company. Integration of human computer interaction psychology and data mining with Natural Language Processing techniques helps in achieving the goal. Focus is made in generation of recommended results and its eventual generation of “wh” questions like who/what/when from the recommended object's property. A web scrapper is implemented to automatically fetch the recommended item's information from the web. Questions are generated as a set and ranked within the set. The question having the highest rank among all is then picked and linked to the notifications of the application at regular intervals. This notification linkage is done in accordance with the exploitation of the human mind's tendency of attention due to curiosity. Survey performed to find the improvement in the hit rate of the application and show the evidence and support of the motive.
机译:如今,像亚马逊这样的电子商务网站如今已成为互联网经济不可或缺的一部分。智能手机市场的快速增长使这些领域成为主流。智能手机用户使用基于推荐系统的许多应用程序,例如电子商务应用程序,旅行应用程序等。本文的重点是设计一种通过数据挖掘,人类心理学技术进行交互的方法,通过使大量用户倾向于长时间使用该应用程序,从而使该应用程序获利,从而通过广告来增加该公司的收入或其他方式。本文还着重于提高对基于推荐者的移动应用程序的所有用户的可用性,并着重于提高公司的利润。人机交互心理学和数据挖掘与自然语言处理技术的集成有助于实现该目标。重点在于生成推荐结果,以及最终生成“ wh”问题,例如从推荐对象的属性获取谁/什么/何时。实施了网络抓取工具以自动从网络中获取推荐商品的信息。问题是作为一个集合生成的,并在该集合内进行排名。然后,选择所有问题中排名最高的问题,并定期将其链接到应用程序的通知。此通知链接是根据对人类大脑由于好奇心引起的注意趋势的利用而完成的。进行调查以发现应用命中率的提高,并显示出动机的证据和支持。

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