The Electronic Journal of Information Systems Evaluation provides critical perspectives on topics relevant to Information Systems Evaluation, with an emphasis on the organisational and management implications
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Journal Article

Development and Evaluation of an Automated e‑Counselling System for Emotion and Sentiment Analysis  pp1-19

Emmanuel Awuni Kolog, Calkin Suero Montero, Markku Tukiainen

© Feb 2018 Volume 21 Issue 1, Editor: Shaun Pather, pp1 - 62

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Abstract

Given the challenges associated with the analysis of emotions in text by counsellors, we present an intelligent e‑counselling system for automatic detection of emotions and sentiments in text. The system‑ EmoTect‑ was developed using a supervised support vector machine learning classifier. Therefore, students’ life stories were collected and developed into a corpus for training and evaluating of the classifier. EmoTect allows users to label instances of the training data based on their own perception of emotions, and then gradually learns to classify emotions according to the user’s perceptions. The EmoTect interface provides a visualization of the emotional changes from automatically analysed students’ submissions over a selectable period. In this paper, the EmoTect classifier is evaluated with a gold standard corpus obtained from students but annotated by counsellors. In addition to the classifier evaluation, the EmoTect prototype was evaluated with counsellors in their settings. From the experimental results, the EmoTect classifier for the sentiment classification achieved comparable accuracy to that achieved with a gold standard when presented with unknown data. The contextual evaluation of the system indicates counsellors' satisfaction and sense of enthusiasm for using EmoTect for counseling delivery.

 

Keywords: Counselling, Design science research, Emotion classification, Evaluation, Sentiment analysis, Support vector machine

 

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Journal Article

Evaluation of Serious Game User Experience: the Role of Emotions  pp128-141

Philippe Cohard

© Nov 2019 Volume 22 Issue 2, Editor: Prof Shaun Pather, pp67 - 162

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Abstract

Serious games are slowly becoming a part of educational systems and corporate training facilities in lots of fields such as industry, health, management, etc. Despite this, the academic knowledge on these artefacts is still limited. The research reported in this paper examined emotional implications of serious games on the user experience. This correlational research observed the relationships between factors of serious gaming and emotions. Fifty students took part in the study. The participants used a serious game on the security of an Information System and answered a structured questionnaire. The data was analysed by Spearman’s correlation. The results show that the quality components of the multimedia system and the quality of the content of the game are correlated with emotions, satisfaction and intention to use. Moreover, they show that emotions are correlated with satisfaction, learning and success of the serious game. Satisfaction and learning play a key role in these programs. If serious game training is to have some efficiency, a deeper understanding of the factors that lead to the success of these applications is required. These factors are all levers of control that affect the perception and emotions of the user. Understanding these mechanisms could eventually lead to more effective serious games.

 

Keywords: Serious game, emotion, learning, training, user experience, sentiment analysis

 

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Journal Issue

Volume 21 Issue 1 / Feb 2018  pp1‑62

Editor: Shaun Pather

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Keywords: Counselling, Design science research, Emotion classification, Evaluation, Sentiment analysis, Support vector machine, Cloud Computing, Enterprise Resources Planning (ERP), Intention to switch, personal innovativeness, IS Managers

 

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Journal Issue

Volume 22 Issue 2 / Nov 2019  pp67‑162

Editor: Prof Shaun Pather

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Keywords: multi-criteria decision analysis, fuzzy theory, project selection, sustainability performance, information systems, project management, E-government Systems, Use Behaviour, G2C, UTAUT2, Structural Equations Modelling, AMOS, Zimbabwe, Business value of IT, productivity, customer satisfaction, control, Balanced Scorecard, Banking sector, DeLone and McLean model, Structural equation modelling, Information and Communication Technology, evaluation, Small to medium enterprises, information system, financial models, Structural Equation Modelling, adoption, decision making, decision maker, Serious game, emotion, learning, training, user experience, sentiment analysis, Social media, B2B Marketing, Customer satisfaction, ICT

 

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