1,953,812 research outputs found
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Getting creative in everyday life: Investigating arts and crafts hobbyists' information behavior
While there has been increasing interest in how creative professionals find information to drive creative outputs, previous information behavior research has largely ignored how arts and crafts hobbyists look for information sources in their everyday lives. To fill this literature gap, we conducted interviews and observations with arts and crafts hobbyists to find out how they conceive potential DIY projects. The findings highlight three themes: the dearth of human sources, the prevalence of domain-specific information, and the use of self-curated information. In addition to empirical results, this work also broadens the understanding of information behavior in an arts and crafts context by studying populations beyond professional artists
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Information encountering re-encountered: A conceptual re-examination of serendipity in the context of information acquisition
Purpose
In order to understand the totality, diversity and richness of human information behavior, increasing research attention has been paid to examining serendipity in the context of information acquisition. However, several issues have arisen as this research subfield has tried to find its feet; we have used different, inconsistent terminology to define this phenomenon (e.g. information encountering, accidental information discovery, incidental information acquisition), the scope of the phenomenon has not been clearly defined and its nature was not fully understood or fleshed-out.
Design/methodology/approach
In this paper, information encountering (IE) was proposed as the preferred term for serendipity in the context of information acquisition.
Findings
A reconceptualized definition and scope of IE was presented, a temporal model of IE and a refined model of IE that integrates the IE process with contextual factors and extends previous models of IE to include additional information acquisition activities pre- and postencounter.
Originality/value
By providing a more precise definition, clearer scope and richer theoretical description of the nature of IE, there was hope to make the phenomenon of serendipity in the context of information acquisition more accessible, encouraging future research consistency and thereby promoting deeper, more unified theoretical development
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Ideation as an intellectual information acquisition and use context: Investigating game designersâ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a âmeans to an intellectual endâ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
Working with activity theory : context, technology, and information behavior
Over the last 7 years, the AIMTech Research Group in the University of Leeds has used culturalâhistorical activity theory (CHAT) to inform a range of research activities in the fields of information behavior and information systems. In this article, we identify certain openings and theoretical challenges in the field of information behavior, which sparked our initial interest in CHAT: context, technology, and the link between practice and policy. We demonstrate the relevance of CHAT in studying information behavior and addressing the identified openings and argue that by providing a framework and hierarchy of activityâactionâoperation and semantic tools, CHAT is able to overcome many of the uncertainties concerning information behavior research. In particular, CHAT provides researchers a theoretical lens to account for context and activity mediation and, by doing so, can increase the significance of information behavior research to practice. In undertaking this endeavour, we have relied on literature from the fields of information science and others where CHAT is employed. We provide a detailed description of how CHAT may be applied to information behavior and account for the concepts we see as relevant to its study
SemWeB Semantic Web Browser â Improving Browsing Experience with Semantic and Personalized Information and Hyperlinks
Imagine a Web browser that can understand the context of a Web page and recommends related semantic hyperlinks in any Web domain. In addition, imagine this browser also understands your browsing needs and personalizes information for you. The aim of our research is to achieve this in open Web environment using Semantic Web technologies and adaptive hypermedia techniques. In this paper, we discuss a novel Semantic Web browser, SemWeB, which utilizes linked data for context-based hyperlink recommendation and uses a behavior-based and an ontology-driven user modeling architecture for personalization on Web documents. The aim of this research is to bring the gap between the technology and user needs using Semantic Web technologies in Web browsing
Understanding and modeling the small-world phenomenon in dynamic networks
The small-world phenomenon first introduced in the context of static graphs consists of graphs with high clustering coefficient and low shortest path length. This is an intrinsic property of many real complex static networks. Recent research has shown that this structure is also observable in dynamic networks but how it emerges remains an open problem. In this paper, we propose a model capable of capturing the small-world behavior observed in various real traces. We then study information diffusion in such small-world networks. Analytical and simulation results with epidemic model show that the small-world structure increases dramatically the information spreading speed in dynamic networks
Crowd behavior mining with virtual environments
This article explores ways in which virtual environments can be used for crowdsourcing and behavior mining for filling gaps within the information space of topical research. Behavior mining in this article refers to the act of harvesting the latent or instinctive behavior of participants, usually a crowd, and injecting the population behavior into a preset context, such as within a virtual environment so that the subjective behaviors and the contexts are merged. The experimental approach combines various modalities centered upon virtual environments so as to induce presence in order to bring participants into the context. This approach is new and not well studied; however, it has real potential in research dealing with behaviors and culture in reconstructed virtual environments. Two virtual environments case studies at the 2012 and 2015 Royal Society Summer Science Exhibition are presented, which demonstrate that the unique crowdsourcing activity is able to fill gaps within the information space so that answers to research questions can be more complete. Thus, by reconstructing and replicating a lost landscape, and by injecting harvested human behavior into the context of the landscape, we may be able to gather much more information than conventional methods will allow
A Review on Cognitive Neuroscience in Information Security Behavior
NeuroIS is a hot topic of research in recent years, and cognitive neuroscience has found a new way to explain the underlying causes of human behavior in the field of information security research. By searching the research status of cognitive neuroscience in information security behavior research, we found that the number is gradually increasing, and the most frequently used neurocognitive tools are fMRI, EEG and eye tracking. Then a brief description of the application of each tool. Through combing the existing literature, it is found that cognitive neuroscience has become an important research subdomains in the information security behavior, and the research context has been clarified, which has provided guidance for subsequent research
Context-dependent motor skill and the role of practice
Research has shown that retrieval of learned information is better when the original learning context is reinstated during testing than when this context is changed. Recently, such contextual dependencies have also been found for perceptual-motor behavior. The current study investigated the nature of context-dependent learning in the discrete sequence production task, and in addition examined whether the amount of practice affects the extent to which sequences are sensitive to contextual alterations. It was found that changing contextual cuesâbut not the removal of such cuesâhad a detrimental effect on performance. Moreover, this effect was observed only after limited practice, but not after extensive practice. Our findings support the notion of a novel type of context-dependent learning during initial motor skill acquisition and demonstrate that this context-dependence reduces with practice. It is proposed that a gradual development with practice from stimulus-driven to representation-driven sequence execution underlies this practice effect
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