229,755 research outputs found

    It's a virtual life: exploring social networks

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    As information librarians we are focused on communication and the need to keep in touch with our user communities. Across a wide age range in the UK, nearly half the population (24 million adults) use one or more social networking sites. Information producers, librarians and users have had to come to terms, in their different ways, with the challenges posed by the exponential growth in social networking sites and the opportunities that Web 2.0 provides. The East of England ISG Spring Meeting on ā€œlt's a Virtual Life: exploring social networksā€ discussed the issues and examined experiences of using Web 2.0. lt was held on 17 April 2008 at BT's Adastral Park in lpswich. Several of the papers are available on the web at www.cilipeoe.org.uk/archives/isg_l7thapril.shtm

    Remembering today tomorrow: exploring the human-centred design of digital mementos

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    This paper describes two-part research exploring the context for and human-centred design of ā€˜digital mementosā€™, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into familiesā€™ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ā€˜digital mementosā€™ such as being ā€˜not like workā€™, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ā€˜usersā€™. ā€˜Critical artefactsā€™(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designerā€™s and researcherā€™s understanding of participantsā€™ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity

    Security awareness by online banking users in Western Australian of phishing attacks

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    Phishing involves sending e-mails pretending to be from the legitimate financial institutions to recipients and asking for personal information such as username and password. It also redirects network traffic to malicious sites, deny network traffic to web services, and modify protection mechanisms in the targeted computer systems. Consequences of successful attacks can include identity and financial losses, and unauthorised information disclosure. The purpose of this study was to investigate the experiences of Western Australian bank users in using online banking. The study considered the relationship between the background of the Western Australian bank users and their experience in using online banking security. The research analysed phishing through case studies that highlighted some of the experiences of phishing attacks and how to deal with the problems. Emphasis was placed on knowledge of phishing and threats and how they were actually implemented, or may be used, in undermining the security of usersā€™ online banking services. The preferences and perspectives of Western Australian bank users about the deployment of online banking security protection and about future online banking services, in order to safeguard themselves against phishing attacks, are presented. The aim was to assist such Australian bank users through exploring potential solutions and making recommendations arising from this study. Research respondents had positive attitudes towards using online banking. Overall, they were satisfied with the security protection offered by their banks. However, although they believed that they had adequate knowledge of phishing and other online banking threats, their awareness of phishing attacks was not sufficient to protect themselves. Essentially, the respondents who had experienced a phishing attack believed it was due to weak security offered by their banks, rather than understanding that they needed more knowledge about security protection of their personal computers. Further education is required if users are to become fully aware of the need for security within their personal online banking

    Semantic-driven matchmaking of web services using case-based reasoning

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    With the rapid proliferation of Web services as the medium of choice to securely publish application services beyond the firewall, the importance of accurate, yet flexible matchmaking of similar services gains importance both for the human user and for dynamic composition engines. In this paper, we present a novel approach that utilizes the case based reasoning methodology for modelling dynamic Web service discovery and matchmaking. Our framework considers Web services execution experiences in the decision making process and is highly adaptable to the service requester constraints. The framework also utilises OWL semantic descriptions extensively for implementing both the components of the CBR engine and the matchmaking profile of the Web services

    Effective Affective User Interface Design in Games

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    It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsenā€™s guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design

    Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis

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    Purpose ā€“ Webometric techniques have been applied to many websites and online resources, especially since the launch of Google Analytics (GA). To date, though, there has been little consideration of information behaviour in relation to digitised newspaper collections. The purpose of this paper is to address a perceived gap in the literature by providing an account of user behaviour in the newly launched Welsh Newspapers Online (WNO). Design/methodology/approach ā€“ The author collected webometric data for WNO using GA and web server content logs. These were analysed to identify patterns of engagement and user behaviour, which were then considered in relation to existing information behaviour. Findings ā€“ Use of WNO, while reminiscent of archival information seeking, can be understood as centring on the web interface rather than the digitised material. In comparison to general web browsing, users are much more deeply engaged with the resource. This engagement incorporates reading online, but usersā€™ information seeking utilises website search and browsing functionality rather than filtering in newspaper material. Information seeking in digitised newspapers resembles the model of the ā€œuserā€ more closely than that of the ā€œreaderā€, a value-laden distinction which needs further unpacking. Research limitations/implications ā€“ While the behaviour discussed in this paper is likely to be more widely representative, a larger longitudinal data set would increase the studyā€™s significance. Additionally, the methodology of this paper can only tell us what users are doing, and further research is needed to identify the drivers for this behaviour. Originality/value ā€“ This study provides important insights into the underinvestigated area of digitised newspaper collections, and shows the importance of webometric methods in analysing online user behaviour

    Challenges and opportunities of context-aware information access

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    Ubiquitous computing environments embedding a wide range of pervasive computing technologies provide a challenging and exciting new domain for information access. Individuals working in these environments are increasingly permanently connected to rich information resources. An appealing opportunity of these environments is the potential to deliver useful information to individuals either from their previous information experiences or external sources. This information should enrich their life experiences or make them more effective in their endeavours. Information access in ubiquitous computing environments can be made "context-aware" by exploiting the wide range context data available describing the environment, the searcher and the information itself. Realizing such a vision of reliable, timely and appropriate identification and delivery of information in this way poses numerous challenges. A central theme in achieving context-aware information access is the combination of information retrieval with multiple dimensions of available context data. Potential context data sources, include the user's current task, inputs from environmental and biometric sensors, associated with the user's current context, previous contexts, and document context, which can be exploited using a variety of technologies to create new and exciting possibilities for information access
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