30,101 research outputs found
The Inclination of Library Professionals to Modern Tools in the Knowledge Era
The edited volume of the book consists of ten articles covering the innovative practices of libraries in the digital environment. It includes the areas such as library network, e-resources, scholarly publishing, digital libraries, knowledge management, Web 2.0, and blockchain technology etc., that can influence the work-life of the library professionals and the academic community
Web 2.0 technologies for library internal communications : a case study of Loughborough University Library, UK
The aim of the thesis is to find out whether current Web 2.0 applications function well, and the
possibilities to implement more similar tools in the future in Loughborough University Library.
The purpose is to examine current internal communications situation, including methods,
benefits and downsides in the Library. The used research methods were key informant
interviews and a web-based questionnaire. The surveyed target was the 83 staff in the Library.
This thesis reports the results of a qualitative survey of Web 2.0 knowledge and usage of
Loughborough University Library staff. Among those staff, six of them carried out a key informant
interview to provide insights into Web 2.0 for their internal communication. Afterwards, an
online questionnaire was sent out to all staff within the Library via e-mail with the questionnaire
URL to collect further opinions towards Web 2.0 for internal use.
This study indicates that, in general, the staff believed that the internal communication in the
Library can be improved further. Their perceptions of Web 2.0 internal communicating methods
currently used in the Library were positive. Some applications, such as blogs and wikis, were
recognised to be more useful than others, such as social networking and instant messaging.
However, this survey also indicates a general misunderstanding and lack of awareness of Web
2.0 among the staff. In addition, staff training and profound consideration before implementing
are the most important factors to help the Library building an enjoyable internal communication
environment.Joint Master Degree in Digital Library Learning (DILL
Metadata enrichment for digital heritage: users as co-creators
This paper espouses the concept of metadata enrichment through an expert and user-focused approach to metadata creation and management. To this end, it is argued the Web 2.0 paradigm enables users to be proactive metadata creators. As Shirky (2008, p.47) argues Web 2.0’s social tools enable “action by loosely structured groups, operating without managerial direction and outside the profit motive”. Lagoze (2010, p. 37) advises, “the participatory nature of Web 2.0 should not be dismissed as just a popular phenomenon [or fad]”. Carletti (2016) proposes a participatory digital cultural heritage approach where Web 2.0 approaches such as crowdsourcing can be sued to enrich digital cultural objects. It is argued that “heritage crowdsourcing, community-centred projects or other forms of public participation”. On the other hand, the new collaborative approaches of Web 2.0 neither negate nor replace contemporary standards-based metadata approaches. Hence, this paper proposes a mixed metadata approach where user created metadata augments expert-created metadata and vice versa. The metadata creation process no longer remains to be the sole prerogative of the metadata expert. The Web 2.0 collaborative environment would now allow users to participate in both adding and re-using metadata. The case of expert-created (standards-based, top-down) and user-generated metadata (socially-constructed, bottom-up) approach to metadata are complementary rather than mutually-exclusive. The two approaches are often mistakenly considered as dichotomies, albeit incorrectly (Gruber, 2007; Wright, 2007) .
This paper espouses the importance of enriching digital information objects with descriptions pertaining the about-ness of information objects. Such richness and diversity of description, it is argued, could chiefly be achieved by involving users in the metadata creation process. This paper presents the importance of the paradigm of metadata enriching and metadata filtering for the cultural heritage domain. Metadata enriching states that a priori metadata that is instantiated and granularly structured by metadata experts is continually enriched through socially-constructed (post-hoc) metadata, whereby users are pro-actively engaged in co-creating metadata. The principle also states that metadata that is enriched is also contextually and semantically linked and openly accessible. In addition, metadata filtering states that metadata resulting from implementing the principle of enriching should be displayed for users in line with their needs and convenience. In both enriching and filtering, users should be considered as prosumers, resulting in what is called collective metadata intelligence
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments
Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These
are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or
simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of
cooperation, multi-user object manipulation has rarely been studied. This paper describes a behavioral
experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was
used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object
were integrated together either symmetrically or asymmetrically. The former only allowed the common
component of participants' actions to take place, but the latter used the mean. Symmetric action integration was
superior for sections of the task when both participants had to perform similar actions, but if participants had to
move in different ways (e.g., one maneuvering themselves through a narrow opening while the other traveled
down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to
which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the
reduction in performance caused by having to cooperate with another person)
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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