Browsing by Author "Lin, Hui-Fei"
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Item type:Item, A Novel Real-Time Speech Summarizer System for the Learning of Sustainability(2015-04-01) ;Wang, Hsiu-Wen ;Cheng, Ding-Yuan ;Chen, Chi-Hua ;Wu, Yu-RouLo, Chi-ChunAs the number of speech and video documents increases on the Internet and portable devices proliferate, speech summarization becomes increasingly essential. Relevant research in this domain has typically focused on broadcasts and news; however, the automatic summarization methods used in the past may not apply to other speech domains (e.g., speech in lectures). Therefore, this study explores the lecture speech domain. The features used in previous research were analyzed and suitable features were selected following experimentation; subsequently, a three-phase real-time speech summarizer for the learning of sustainability (RTSSLS) was proposed. Phase One involved selecting independent features (e.g., centrality, resemblance to the title, sentence length, term frequency, and thematic words) and calculating the independent feature scores; Phase Two involved calculating the dependent features, such as the position compared with the independent feature scores; and Phase Three involved comparing these feature scores to obtain weighted averages of the function-scores, determine the highest-scoring sentence, and provide a summary. In practical results, the accuracies of macro-average and micro-average for the RTSSLS were 70% and 73%, respectively. Therefore, using a RTSSLS can enable users to acquire key speech information for the learning of sustainability.Item type:Item, An Analytical Framework of a Deployment Strategy for Cloud Computing Services: A Case Study of Academic Websites(2013) ;Chen, Chi-Hua ;Lin, Hui-Fei ;Chang, Hsu-Chia ;Ho, Ping-HsienLo, Chi-ChunCloud computing has become a popular topic for exploration in both academic and industrial research in recent years. In this paper, network behavior is analyzed to assess and compare the costs and risks associated with traditional local servers versus those associated with cloud computing to determine the appropriate deployment strategy. An analytic framework of a deployment strategy that involves two mathematical models and the analytical hierarchy process is proposed to analyze the costs and service level agreements of services involving using traditional local servers and platform as service platforms in the cloud. Two websites are used as test sites to analyze the costs and risks of deploying services in Google App Engine (GAE) (1) the website of Information and Finance of Management (IFM) at the National Chiao Tung University (NCTU) and (2) the NCTU website. If the examined websites were deployed in GAE, NCTU would save over 83.34% of the costs associated with using a traditional local server with low risk. Therefore, both the IFM and NCTU websites can be served appropriately in the cloud. Based on this strategy, a suggestion is proposed for managers and professionals.Item type:Item, An Intelligent Embedded Marketing Service System based on TV apps: Design and implementation through product placement in idol dramas(2013-08-01) ;Lin, Hui-Fei ;Chen, Chi-Hua ;傳播與科技學系 ;資訊管理與財務金融系 註:原資管所+財金所Department of Communication and TechnologyDue to the increase in advertising requirements for various multi-media services, two studies were conducted to first propose an Intelligent Embedded Marketing Service System (IEMSS) and then to use this IEMSS to implement product placement strategies for idol dramas using interactive television. In study I, the IEMSS combines TV apps, multiple agents, and multi-document summarization technologies to retrieve and store information and comments about merchandise from search engines, blogs, and forums. The IEMSS involves a multi-document summarization technique that uses the TF-IDF (term frequency-inverse document frequency), the position and an artificial neural network (ANN) to automatically generate and transmit key positive comments to the user via TV apps. The experimental results show that the IEMSS has 100% accuracy, indicating that the IEMSS is capable of helping users understand the merchandise and improving purchase intentions. In study 2, a 2 (product description messages: shown vs. not shown) x 2 (online reviews: shown vs. not shown) between-subjects design was conducted to examine the effectiveness of the IEMSS in an actual application. The results of this empirical research reveal that the display of reviews of the embedded products obtained from the Internet using the IEMSS functionality provides the viewing audience of idol dramas with the opinions of others who have used the embedded product, thereby improving attitudes toward the brand and product placement and stimulating purchase intentions. In sum, the IEMSS can be successfully applied to automatic summarization for advertising. Furthermore, this approach can be considered an extension of eWOM marketing and an application of Media Richness Theory that increases the effectiveness of product placement. (C) 2013 Elsevier Ltd. All rights reserved.Item type:Item, Combining the Technology Acceptance Model and Uses and Gratifications Theory to examine the usage behavior of an Augmented Reality Tour-sharing Application(2017-07-01) ;Lin, Hui-Fei ;Chen, Chi-Hua ;電機工程學系Department of Electrical and Computer EngineeringAn intelligent tour service system including an augmented reality (AR) tour-sharing Application (APP) and a query-answering server was developed in this study to promote tourist attractions involving local Hakka culture in Thailand. Subsequently, use of this APP to navigate Hakka culture tourist attractions in Thailand was observed. The novel random neural networks (RNNs) were proposed to obtain query-answering services, and the practical experimental results showed that the accuracy of RNNs was 99.51%. This study also integrated the Technology Acceptance Model with Uses and Gratifications Theory to predict the gratification, usage intention, and user attitudes toward marketed attractions of the AR tour-sharing APP. A questionnaire survey was conducted, and 446 valid questionnaires were returned. The following results were obtained: (a) self-presentation and perceived usefulness (PU) directly influenced gratification; (b) perceived entertainment indirectly influenced gratification through perceived ease of use and PU, and information sharing indirectly influenced gratification through PU; and (c) gratification was significantly and positively related to usage intention and attitude toward attractions. Based on these results, suggestions that new technology marketing can be used to promote causes other than Hakka tourist attractions established in Thailand can be contrived. For example, the tour-sharing APP developed in this study could be applied to emphasize the characteristics of Thai Hakka culture; users' fondness for self-presentation and information sharing can be used for word-of-mouth marketing to attract additional visitors. In addition, this research provides a reference for enterprises and marketers regarding the use of AR tour-sharing APPs to market tourist attractions, and also for future related studies.Item type:Item, Design and application of augmented reality query-answering system in mobile phone information navigation(2015-02-01) ;Lin, Hui-Fei ;Chen, Chi-Hua ;傳播與科技學系Department of Communication and TechnologyThis study proposed an augmented reality query-answering system (AR-QAS) based on mobile cloud computing to provide natural language informational navigation services. Empirical research was performed to examine the effectiveness of the system in actual use. This study confirms that the new model developed by combining technology acceptance model (TAM), media richness theory, and the factors of self-efficacy can be applied to relevant AR research. The experiment results revealed that the average question classification accuracy of QAS when combined with artificial neural network and ontology was 98.76%. Moreover, the perceived media richness was found to be positively related to self-efficacy, perceived usefulness, perceived ease of use, user attitude, and use intention. Furthermore, this study reveals that combining the TAM and media richness theory provides a stronger explanation than does the TAM alone. Before new systems are created, designers are suggested to consider the four factors of media richness theory (i.e., multiple cues, language variety, timely feedback, and personal focus), to greatly improve user attitudes toward and behavioral intentions to use new technologies. (C) 2014 Elsevier Ltd. All rights reserved.Item type:Item, Designing and Implementing a Real-Time Speech Summarizer System(2014-01-01) ;Cheng, Ding-Yuan ;Chen, Chi-Hua ;Wu, Yu-Rou ;Lo, Chi-ChunLin, Hui-FeiAs the number of speech and video documents increases on the Internet and portable devices proliferate, speech summarization becomes increasingly essential. Relevant research in this domain has typically focused on broadcasts and news; however, the automatic summarization methods used in the past may not apply to other speech domains (e.g., speech in lectures). Therefore, this study explores the lecture speech domain. The features used in previous research were analyzed and suitable features were selected following experimentation; subsequently, a three-phase teal-time speech summarizer (RTSS) was proposed. Phase One involved selecting independent features (e.g. centrality, resemblance to the title, sentence length, term frequency, and thematic words) and calculating the independent feature scores; Phase Two involved calculating the dependent features, such as the position compared with the independent feature scores; and Phase Three involved comparing these feature scores to obtain weighted averages of the function-scores, determine the highest-scoring sentence, and provide a summary.Item type:Item, Regulatory focus and attribute framing Evidence of compatibility effects in advertising(2012) ;Lin, Hui-Fei ;Shen, Fuyuan ;傳播與科技學系Department of Communication and TechnologyThis study examined the effects of regulatory focus and the framing of product attributes in advertisements. An experiment with a 2x2x2 between-subjects design was conducted to see if the compatibility among regulatory focus, frames and product attributes could affect ad and brand attitudes, and purchase intention. Participants' regulatory focus (promotion vs. prevention) was primed whereas frames (gain vs. loss) and product attributes (hedonic vs. utilitarian) were manipulated in advertisements. Results revealed a series of two-way interactions as well as a three-way interaction among regulatory focus, frames and product attributes, suggesting the importance of compatibility among these variables in creating effective advertising messages.Item type:Item, THE ANALYSIS OF SPEED-REPORTING RATES FROM A CELLULAR NETWORK BASED ON A FINGERPRINT-POSITIONING ALGORITHM(2013-05-01) ;Chen, Chi-Hua ;Lo, Chi-Chun ;Lin, Hui-Fei ;傳播與科技學系資訊管理與財務金融系 註:原資管所+財金所The collection of real-time traffic information is an important part of intelligent transportation systems. In particular, cellular floating vehicle data (CFVD) technology has become increasingly widespread, and more and more popular for measuring and forecasting real-time traffic information, based on anonymous sampling of the positions of mobile phones. This study proposes an analytical model to analyse the speed-reporting rates - based on communication behaviour, traffic conditions, and the two consecutive fingerprint-positioning locations from the call arrival and call completion signals of the same call - for a feasibility evaluation of CFVD.Item type:Item, The effect of product placement on persuasion for mobile phone games(2014-01-01) ;Lin, Hui-Fei ;傳播與科技學系Department of Communication and TechnologyThe purpose of this investigation was to explore the persuasive effect of product placement on mobile phone games. An experiment was conducted with a 2 (type of game: high level of attention vs low level of attention) x 2 (placement location: focal vs peripheral) x 2 (type of brand: high-familiarity brand vs low-familiarity brand) between-subjects design to examine whether the type of game, type of brand and product placement of mobile phone games affect garners' (N = 324) memories, attitudes towards product placement and purchase intentions. The results showed that: (1) garners have higher recall of brands embedded in the focal area than those in the peripheral areas of the game, (2) garners' product-related recall improves when high-familiarity brands rather than low-familiarity brands are embedded within games; and (3) garners who exhibit more positive attitudes towards product placement are more likely to exhibit stronger purchase intentions.Item type:Item, The effect of product placement on persuasion for mobile phone games(2014-01-01) ;Lin, Hui-Fei ;傳播與科技學系Department of Communication and TechnologyThe purpose of this investigation was to explore the persuasive effect of product placement on mobile phone games. An experiment was conducted with a 2 (type of game: high level of attention vs low level of attention) x 2 (placement location: focal vs peripheral) x 2 (type of brand: high-familiarity brand vs low-familiarity brand) between-subjects design to examine whether the type of game, type of brand and product placement of mobile phone games affect garners' (N = 324) memories, attitudes towards product placement and purchase intentions. The results showed that: (1) garners have higher recall of brands embedded in the focal area than those in the peripheral areas of the game, (2) garners' product-related recall improves when high-familiarity brands rather than low-familiarity brands are embedded within games; and (3) garners who exhibit more positive attitudes towards product placement are more likely to exhibit stronger purchase intentions.Item type:Item, The Optimal Sampling Period of a Fingerprint Positioning Algorithm for Vehicle Speed Estimation(2013) ;Cheng, Ding-Yuan ;Chen, Chi-Hua ;Hsiang, Chia-Hung ;Lo, Chi-ChunLin, Hui-FeiUsing cellular floating vehicle data is a crucial technique for measuring and forecasting real-time traffic information based on anonymously sampling mobile phone positions for intelligent transportation systems (ITSs). However, a high sampling frequency generates a substantial load for ITS servers, and traffic information cannot be provided instantly when the sampling period is long. In this paper, two analytical models are proposed to analyze the optimal sampling period based on communication behaviors, traffic conditions, and two consecutive fingerprint positioning locations from the same call and estimate vehicle speed. The experimental results show that the optimal sampling period is 41.589 seconds when the average call holding time was 60 s, and the average speed error rate was only 2.87%. ITSs can provide accurate and real-time speed information under lighter loads and within the optimal sampling period. Therefore, the optimal sampling period of a fingerprint positioning algorithm is suitable for estimating speed information immediately for ITSs.Item type:Item, Traffic speed estimation based on normal location updates and call arrivals from cellular networks(2013-06-01) ;Chen, Chi-Hua ;Chang, Hsu-Chia ;Su, Chun-Yun ;Lo, Chi-ChunLin, Hui-FeiInformation and communication technologies have improved the quality of Intelligent Transportation Systems (ITS). By estimating from Cellular Floating Vehicle Data (CFVD) is more cost-effective, and easier to acquire than traditional ways. In this paper, this study proposes a novel approach to evaluate the relation of normal location update, call arrivals, traffic flow, and traffic density. Moreover, the traffic speed is estimated by the proposed approach according to CFVD. In the simulation, this study compares the real traffic information with the estimated traffic information by Vehicle Detector (VD). The experiment results show that the accuracy of traffic speed estimation is 92.92%. Therefore, the proposed approach can be used to estimate traffic speed from CFVD for ITS. (C) 2013 Elsevier B.V. All rights reserved.