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Modeling socio-technical processes in e-commerce scenarios

dc.contributor.authorRichter, Michael M.
dc.contributor.authorStahl, Armin
dc.contributor.editorRumpe, Bernhard
dc.contributor.editorHesse, Wolfgang
dc.date.accessioned2019-10-16T08:54:16Z
dc.date.available2019-10-16T08:54:16Z
dc.date.issued2004
dc.description.abstractWe consider socio-technical processes, i.e. processes where machines as well as humans participate. Typical examples occur in sales processes in e-commerce. Three modeling tasks are selected: Modeling user preferences and utilities, modeling evaluations and modeling influence factors. A central concept representing knowledge is the notion of similarity. The major technique discussed is machine learning. Two application scenarios and simulation results are presented: Learning utility functions and performing dialogs with customers.en
dc.identifier.isbn3-88579-374-1
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/29256
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofModellierung 2004
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-45
dc.titleModeling socio-technical processes in e-commerce scenariosen
dc.typeText/Conference Paper
gi.citation.endPage314
gi.citation.publisherPlaceBonn
gi.citation.startPage313
gi.conference.date23.-26. März 2004
gi.conference.locationMarburg
gi.conference.sessiontitleRegular Research Papers

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