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Harnessing AI potential in E-Commerce: improving user engagement and sales through deep learning-based product recommendationsZhang · 2024Artificial intelligence (AI) has become a game-changing influence in e-commerce, reshaping the way businesses inter­ act with customers and increasing operational efficiency. In today’s digital era, AI technologies are being progressively embedded into e-commerce platforms to enhance the user experience, improve processes, and drive business growth. One of the primary areas where AI demonstrates its potential is in personalized product recommendations. This study explores the development of AI-driven recommendations regarding product design, sales, and customer experience in e-commerce environments. The research employs a quantitative approach to explore how AI technologies can enhance various facets of online retail. Using purposive sampling, 439 consumers and 356 sellers from diverse regions of China participated in an online survey designed to gather insights into their interactions with AI-driven recommendations. Data analysis was rigorously conducted using Lisrel 10.20 and Smart PLS 3 software, focusing on validating hypotheses related to AI’s influence on consumer behavior and business outcomes. Key findings include AI’s significant role in boosting productiv­ ity, enhancing sales figures, and enriching consumer experiences through personalized recommendations. This research provides a deeper insight into AI’s potential in e-commerce and provides recommendations for businesses focused on using AI technology to increase user engagement and increase sales in digital marketing.
Utilizing emotion recognition technology to enhance user experience in real- timeYuanyuan Xu · 2024In recent years, advancements in human-computer interaction (HCI) have led to the emergence of emotion recognition technology as a crucial tool for enhancing user engagement and satisfaction. This study investigates the application of emotion recognition technology in real-time environments to monitor and respond to users’ emotional states, creating more personalized and intuitive interactions. The research employs convolutional neural networks (CNN) and long short-term memory networks (LSTM) to analyze facial expressions and voice emotions. The experimental design includes an experimental group that uses an emotion recognition system, which dynamically adjusts learning content based on detected emotional states, and a control group that uses a traditional online learning platform. The results show that real-time emotion monitoring and dynamic content adjustments significantly improve user experiences, with the experimental group demonstrating better engagement, learning outcomes, and overall satisfaction. Quantitative results indicate that the emotion recognition system reduced task completion time by 14.3%, lowered error rates by 50%, and increased user satisfaction by 18.4%. These findings highlight the potential of emotion recognition technology to enhance user experiences. However, challenges such as the complexity of multimodal data integration, real-time processing capabilities, and privacy and data security issues remain. Addressing these challenges is crucial for the successful implementation and widespread adoption of this technology. The paper concludes that emotion recognition technology, by providing personalized and adaptive interactions, holds significant promise for improving user experience and offers valuable insights for future research and practical applications.
Toward an Interactive Reading Experience: Deep Learning Insights and Visual Narratives of Engagement and EmotionJayasankar Santhosh, Akshay Palimar Pai et al. · 2024Engagement and emotion are critical components that significantly influence a reader’s experience during a reading task. Despite the crucial role of engagement and emotions in shaping our reading experience, accurately tracking these dynamic states during actual reading remains a significant challenge. This study bridges this gap by detecting engagement and emotion levels during a reading task by leveraging the power of state-of-the-art deep learning models and investigating the correlations between the engagement levels and emotions. An experiment was conducted involving 18 university students reading 14 documents followed by a questionnaire to rate their levels of engagement, valence, and arousal after reading each document. A Tobii 4C eye-tracker with a pro license along with an Empatica E4 wristband were utilized to record behavioral and physiological data from the participants. A range of deep learning models were utilized for computing the engagement, valence, and arousal values, employing both user-independent and user- dependent methods. Our investigation revealed distinct yet complementary strengths in two deep learning models: Transformer excelled in user-independent detection of engagement and emotion with an accuracy of 80.38% (engagement), 71.28% (arousal) and 73.98% (valence) while ResNet shined in the user-dependent setting with an accuracy of 93.56% (engagement), 90.62% (arousal) and 88.70% (valence) which highlights the interplay between individual differences and reading dynamics. Intriguingly, we observed strong, document-specific correlations between engagement and emotion states, suggesting that different texts evoke unique affective responses. We developed an interactive dashboard visualizing predicted engagement and emotions, offering real-time feedback and personalized learning possibilities. The dashboard features an engagement gauge that displays the reader’s level of engagement based on predicted class probabilities, and an emotion emoji serving as a visual cue that illustrates the predicted emotional state of the reader. This technology can inform the design of dynamic interfaces that adjust to individual reading styles and emotional responses, potentially enhancing comprehension and involvement. INDEX TERMS Digital reading, physiological sensing, eye tracking, deep learning, affective state.
Roles of artificial intelligence experience, information redundancy, and familiarity in shaping active learning: Insights from intelligent personal assistantsWang, Sun · 2023Artificial Intelligence (AI) is increasingly being integrated into educational settings, with Intelligent Personal Assistants (IPAs) playing a significant role. However, the psychological impact of these AI assistants on fostering active learning behaviors needs to be better understood. This research study addresses this gap by proposing a theoretical model to outline and predict active learning dynamics. Data was col- lected from 237 validated questionnaires and analyzed using partial least squares structural equation modeling. Our results confirm most hypotheses advanced in our model, and information redundancy has an unexpected negative and indirect influ- ence on active learning, while perceived familiarity and system quality are positive drivers. Crucial mediators such as perceived usefulness, ease of use, and conveni- ence significantly positively influence active learning outcomes. Interestingly, the relationship between perceived ease of use, perceived convenience, and active learn- ing is positively moderated by AI experience. The most striking and unexpected finding of this study is the preference of university students for familiar systems over high-tech learning methods. This result challenges the common belief that the younger generation is always eager to adopt the latest technology. Instead, our find- ings suggest that students value convenience and familiarity over novelty in learn- ing systems. This preference is reflected in their systematic evaluation, where con- venience and familiarity are considered top priorities. This study provides valuable insights into the potential of AI to enrich the learning experience, thus making it especially relevant to professionals interested in artificial intelligence in interna- tional business education.
Adaptive user modelling in car racing games using behavioural and physiological dataTheodosis Georgiou, Yiannis Demiris · 2015Personalised content adaptation has great potential to increase user engage- ment in video games. Procedural generation of user-tailored content increases the self-motivation of players as they immerse themselves in the virtual world. An adap- tive user model is needed to capture the skills of the player and enable automatic game content altering algorithms to fit the individual user. We propose an adaptive user modelling approach using a combination of unobtrusive physiological data to iden- tify strengths and weaknesses in user performance in car racing games. Our system creates user-tailored tracks to improve driving habits and user experience, and to keep engagement at high levels. The user modelling approach adopts concepts from the Trace Theory framework; it uses machine learning to extract features from the user’s physiological data and game-related actions, and cluster them into low level primi- tives. These primitives are transformed and evaluated into higher level abstractions such as experience, exploration and attention. These abstractions are subsequently used to provide track alteration decisions for the player. Collection of data and feed- back from 52 users allowed us to associate key model variables and outcomes to user responses, and to verify that the model provides statistically significant decisions per- sonalised to the individual player. Tailored game content variations between users in our experiments, as well as the correlations with user satisfaction demonstrate that our algorithm is able to automatically incorporate user feedback in subsequent procedural content generation. B Theodosis Georgiou theodosis.georgiou08@imperial.ac.uk Yiannis Demiris y.demiris@imperial.ac.uk 1 Personal Robotics Laboratory, Department of Electrical and Electronic Engineering, Imperial College London, Exhibition Road, South Kensington, London SW7 2BT, UK 123 268 T. Georgiou, Y. Demiris
A review of immersive virtual reality serious games to enhance learning and trainingDavid Checa, Andres Bustillo · 2020The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environ- ments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation proce- dure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR- environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
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