scholarly journals An Efficient Interpretable Visualization Method of Multidimensional Structural Data Matching Based on Job Seekers and Positions

2021 ◽  
Vol 2021 ◽  
pp. 1-13
Author(s):  
Guoliang Si ◽  
Hengyi Lv ◽  
Hangfei Yuan ◽  
Dan Xie ◽  
Ce Peng

With the rapid development of Internet technology, millions of small, medium, and microenterprises are using Internet recruitment platforms to host their recruitment information. They have different job requirements and benefits positions. It is important to understand them for job seekers when choosing a position. Existing Internet recruitment platforms do not provide a detailed analysis of positions and visual methods for multidimensional matching of positions and job applicants. Candidates need to spend a lot of energy to screen out suitable positions. In this paper, we propose an efficient interpretable visualization method of multidimensional structural data matching based on job seekers and positions. First, we extract the keywords of the job seeker’s ability and benefits based on personal information, and we generate a job seeker ability table and a job seeker demand table. After that, we calculate the degree of the support, confidence, and promotion of each rule through the association rules generated by each frequent itemset of recruitment data to obtain the association rule table. We further explore the relationship between the skills required for the three types of positions based on the association rule. Finally, we use the regression method to build a salary forecasting model. On this basis, we predict the salary of job seekers based on the work experience, education, and work city provided by the job seeker. Simulation results show that our method has better performance on the job analysis and recommendation.

2021 ◽  
Vol 2066 (1) ◽  
pp. 012001
Author(s):  
Zhen Gao

Abstract With the rapid development of Internet technology and computer technology, network applications have been developed more and more, and have penetrated into all walks of life in society. The emergence of the networking of the talent market has made the scale of online recruitment increase, and the amount of data on the Internet has become larger and larger, and online recruitment has become the main channel for corporate recruitment. Therefore, how to use the massive online recruitment data to quickly and accurately find the corresponding information and explore the hidden knowledge mode is a very valuable research topic. Data mining (DM) is a technology for data analysis for large amounts of data. It can discover hidden, hidden, and potentially useful knowledge hidden in the data from the vague, noisy, and random mass data, and build relevant Model, realize prediction, etc. The characteristics of data mining technology (DMT) are very suitable for the analysis of online recruitment information, research on large amounts of information, and find out the knowledge in it for decision support. This article aims to study the accurate job matching system of the online recruitment platform based on DMT. Based on the analysis of the advantages of online recruitment, related DMT and the design principles of the online recruitment platform system, the data collected by Weka DM tools are analyzed. Analyzing and getting useful job positions is just to provide job seekers and corporate-related recruiters with useful job information. The experimental results show that the online recruitment platform system can complete the collection of online recruitment position information, and can realize the DM function, which has good practical application value.


2020 ◽  
Vol 22 (1) ◽  
pp. 26-32
Author(s):  
ALIKHAN М. BAIMENOV ◽  

The article emphasizes that modern governments, working in unique socio-economic, historical and cultural conditions, must take into account global trends, as well as the growth of citizens’ expectations associated with the rapid development of information technologies and other factors. In such circumstances, special attention is paid to the effectiveness of public administration. The article discusses some of the significant factors impacting the effectiveness of public administration, such as the professionalization of the state apparatus, the legibility of the institutional framework, the optimization of information flows and corporate culture. In accordance with this, on the basis of work experience in the public administration system and analysis of civil service reforms in the countries of the region, the main challenges and possible solutions are shown. In the professionalization of the state apparatus, the importance of the merit principles in the selection and promotion stages of personnel through the empowerment of human resource (HR) management services, the integrity of tools and approaches at all stages of selection process, and the responsibility of the selection board are noted. The author focuses on the need to ensure a balance of powers, responsibility and resources, delimitation of powers between political and administrative civil servants, optimization of information flows. Particular importance is paid to corporate culture, which is one of the main factors affecting the efficiency of the state apparatus. It is noted that central values of corporate culture and leadership in state bodies of the countries of our region, along with generally accepted in the modern leadership theory, should be respect for the dignity, work and time of employees.


2020 ◽  
Vol 12 (16) ◽  
pp. 6333
Author(s):  
Chan Liu ◽  
Raymond K. H. Chan ◽  
Maofu Wang ◽  
Zhe Yang

Harnessing the rapid development of mobile internet technology, the sharing economy has experienced unprecedented growth in the global economy, especially in China. Likely due to its increasing popularity, more and more businesses have adopted this label in China. There is a concern as to the essential meaning of the sharing economy. As it is difficult to have a universally accepted definition, we aim to map the sharing economy and demystify the use of it in China in this paper. We propose seven organizing essential elements of the sharing economy: access use rights instead of ownership, idle capacity, short term, peer-to-peer, Internet platforms mediated, for monetary profit, and shared value orientation. By satisfying all or only parts of these elements, we propose one typology of sharing economy, and to differentiate bona fide sharing economy from quasi- and pseudo-sharing economy. Finally, there are still many problems that need to be solved urgently in the real sharing economy from the perspective of the government, companies and individuals.


Author(s):  
Alessandro Lo Presti ◽  
Assunta De Rosa ◽  
Monica Zaharie

AbstractThis study aimed to examine the main predictors of employability, building on a recent conceptual model on employability developed by Lo Presti and Pluviano (Organ Psychol Rev 6(2): 192–211, 2016). Survey based data were collected from a sample of 263 Italian job-seekers through a longitudinal study. The results revealed that employability was more strongly determined by personal dispositions than by external factors, such as life circumstances and that the variables with the most impact were proactive personality, core self-evaluations, and educational level, rather than employability culture, family employability support, and previous work experience. The paper reveals an understanding of the relative importance of antecedents that determine employability.


Author(s):  
Yucheng Shen ◽  
Wei Lu

With the rapid development of Internet technology in China, mechanical drawing plays a more and more important role in social development and practice. The main purpose is to use the course of mechanical drawing to accurately represent the appearance, size, principle and technology of the machine. It is often called the language of communication in the industry. In order to make mechanical drawing better applied and practiced, and to make maximum use of Internet technical resources, the establishment of multimedia courseware teaching mechanism is the development trend of mechanical drawing.In order to adapt to the trend of network information, based on the multimedia environment, this paper studies the application of animation technology in mechanical drawing teaching, and constructs a small multimedia teaching platform. Through the explanation of animation courseware, students can better understand the making and principle of mechanical drawing, and cultivate students' divergent thinking. The teaching platform combines teaching material knowledge with practice to deepen students' understanding of the basic content of mechanical drawing. Finally, the rationality and practicability of the system are analyzed by investigating the platform users. The results show that the application of animation technology in mechanical drawing teaching is reasonable and practical.


2020 ◽  
Author(s):  
Syufrijal .

This research aims to develop interactive PLC learning media based on virtual learning. The interactive PLC learning media uses a 3D simulator design to simulate the application of PLC in the industry, so it looks like real and makes students more interested in learning PLC This study uses experimental methods. The 3D simulation software is Factory I/O developed by Real Games. It enables us to build a conveyor virtual plant and to bring it into the classroom. The automatic controller used to control the virtual plant is the PLC Siemens S7-1200 with Tia Portal software. The PLC is connected to the computer server through an ethernet network via TCP/IP protocol. With the rapid development of current internet technology, PLC learning can be done in virtual learning. This PLC learning media can be run remotely through the internet with team viewer program so that PLC learning is not only done on campus but can be done anywhere. From the results of research that has been done, the user can create PLC programs remotely to control conveyor virtual plant on a computer server through an internet network without having to install the program on their computers. Keywords: PLC, interactive learning media, virtual learning, remote desktop


2017 ◽  
Vol 2 (1) ◽  
pp. 112-116
Author(s):  
Akhsani Taqwiym ◽  
Novan Wijaya

Internet technology is currently growing, as well as the flow of communication in the delivery of employment information provided or required by various parties, including government and private. Before the existence of information technology, job vacancy still use conventional method that is by installing announcement on office walls and print media. Along with the development of information technology, job apangan provided at this time, informed very quickly and have many advantages such as job seekers only open information about job vacancy through websites that have been available. But in the delivery of job vacancy has a constraint that there are parties who have bad intentions by spreading vacancies that are not actually there. So it hurts job seekers, whether material or time. Currently, job seekers do not need to come directly to companies that need jobs but can directly send the application via E-mail. To reduce the act of fraud committed by irresponsible person then needed a system that help job seekers get good information and correct. Therefore, the alternative of the solution is to use a web-based information technology system so that job seekers can directly see and communicate with companies that open job vacancies. In the design of a software system contains job vacancy information and job seeker data processing. The designed software is still a prototype, using Data Flow Diagrams (DFD) and Entity Relationship Diagram (ERD).


2020 ◽  
Vol 2 (3) ◽  
pp. 174-180
Author(s):  
Adriyansah Efendi Noor ◽  
Pahrul Irfan

Vocational High School or in Indonesian abbreviated as SMK, is a government program that was built with the aim that students can have expertise in certain fields and can be the initial capital for them in looking for work. An accredited educational curriculum and the many practical activities provided to students can also ensure that SMK graduates are ready to enter the workforce. However, in today's world of work, it requires workers who, in addition to having skills, must also have work experience. There are events held by the government regarding Job Vacancy info which are held only a few times a year so that more participants are participating and the unemployment rate in the regions is getting higher. Based on the above problems, the authors provide a solution by creating a "Freelance Service Provider Application" which is expected to bring together workers and job seekers. The application is made web-based so that it can be easily accessed through various types of devices. The author also implements Progressive Web Apps technology or also known as PWA so that it can be more easily accessed on mobile devices. Based on the results of the discussion on the implementation of PWA technology for making applications for freelance service providers, this can be a means for the public and prospective workers to meet and conduct transactions. So based on the questionnaire data obtained from the respondents, it can be concluded that the research carried out was successful and it is felt that it can help the graduates of SMK 3 Mataram to get jobs and also work experience


2021 ◽  
Vol 3 (2) ◽  
pp. 51-53
Author(s):  
Fei Xue

With the development of Internet technology, the digital economy, represented by 5G and artificial intelligence, is playing an increasingly important role. In this context, this paper analyzes the current situation of the development of rural tourism under the digital economy, and expounds the factors that affect the development of digital economy in rural tourism, and puts forward countermeasures, in order to facilitate the rapid development of rural tourism from the three perspectives of social development, government leading and residents.


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Nindar Oktavian ◽  
Saiful Nurhidayat ◽  
Ririn Nasriati

Abstract Background: As the rapid development of Internet technology, online games are also experiencing development. Online Game presents a more varied challenge compared to offline games, this makes the players feel at home and play long enough. Online game is seductive which means it can cause addiction, Addictive online game is marked by how far someone play excessive game so that can interfere its life everyday.Method: Design of research using Cross Sectional with a population of 78, a sample of 45 respondents using purposive sampling technique. Data collection using questionnaires with data processing using Chi Square test.Result: From the result of research from total 45 respondent 24 (53,3%) respondent playing game excessively, and 21 (47,7%) not excessive. And 24 (53.3%) respondents experienced addiction. Statistical analysis showed significant result with p-value 0,002 <0,05. Then H1 accepted which means there is influence between the duration of playing online games towards online game addiction.Conclusion: Playing games with a long duration is one of the factors causing online game addiction among teenagers. So there needs to be self-control of online game play behavior.Keywords:Game Online, Addiction, Teenagers Abstrak Latar Belakang: Seiring pesatnya perkembangan teknologi internet, game online juga mengalami perkembangan. Game online. Game Online menyajikan tantangan yang lebih bervariasi dibandingkan dengan game offline, hal ini membuat para pemain betah dan bermain cukup lama. Game online bersifat seduktif yang berarti dapat menyebabkan kecanduan, Kecanduan game online ditandai oleh sejauhmana seseorang bermain game secara berlebihan sehingga dapat mengganggu kehidupannya sehari-hari.Metode:Desain penelitian menggunakan Cross Sectional dengan jumlah populasi 78, sampel 45 responden dengan menggunakan teknik purposive sampling. Pengumpulan data menggunakan kuesioner dengan pengolahan data menggunakan uji chi square.           Hasil: Dari hasil penelitian didapatkan dari total 45 responden 24 (53,3%) responden bermain game secara berlebihan, dan 21 (47,7%) tidak berlebihan. Dan 24 (53,3%) responden mengalami adiksi. Analisis statistika menunjukkan hasil yang signifikan dengan p-value 0,002 < 0,05. Maka H1 diterima yang artinya ada pengaruh antara durasi bermain game online terhadap adiksi game online.Kesimpulan: Bermain game dengan durasi waktu yang cukup lama menjadi salah satu faktor penyebab adiksi game online di kalangan remaja. Sehingga perlu adanya kontrol diri terhadap perilaku bermain game online.Kata kunci: Game Online, Adiksi, Remaja


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