645 research outputs found

    "Readers who borrowed this also borrowed...": Recommender Systems in UK libraries

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    Purpose – Moves towards more interactive services on the web have led libraries to add an increasing range of functionality to their OPACS. Given the prevalence of recommender systems on the wider web, especially in e-commerce environments, this paper aims to review current research in this area that is of particular relevance to the library community. It attempts to gauge the uptake of recommender systems in exiting OPAC services, and identify issues that might be responsible for inhibiting wider uptake. Design/methodology/approach – This paper draws on an extensive literature review, as well as original research comparing the functionality of 211 public and 118 university library OPACs in the UK. Examining current recommender systems research, it outlines the most significant recommendation models and reviews research in two key areas of recommender systems design: data acquisition, and the explanation of recommendations. It discusses three existing library recommendation systems: BibTip, LibraryThing for Libraries and the in-house system at the University of Huddersfield. Findings – The authors' analysis indicates that the incorporation of recommender systems into library services is extremely low, with only 2 per cent of public libraries and 11 per cent of university libraries in the UK offering the feature. While system limitations and budget constraints are perhaps partly to blame, it is suggested that library professionals have perhaps yet to be persuaded that the value of recommendations to library users is great enough to warrant their inclusion becoming a priority. Originality/value – This paper represents the first study of UK library OPACs to focus on the prevalence of recommender systems

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    Peer reviewedPostprin

    Content Discovery in Online Services: A Case Study on a Video on Demand System

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    Video-on-demand services have gained popularity in recent years for the large catalogue of content they offer and the ability to watch them at any desired time. Having many options to choose from may be overwhelming for the users and affect negatively the overall experience. The use of recommender systems has been proven to help users discover relevant content faster. However, content discovery is affected not only by the number of choices, but also by the way the content is displayed to the user. Moreover, the development of recommender systems has been commonly focused on increasing their prediction accuracy, rather than the usefulness and user experience. This work takes on a user-centric approach to designing an efficient content discovery experience for its users. The main contribution of this research is a set of guidelines for designing the user interface and recommender system for the aforementioned purpose, formulated based on a user study and existing research. The guidelines were additionally translated into interface designs, which were then evaluated with users. The results showed that users were satisfied with the proposed design and the goal of providing a better content discovery experience was achieved. Moreover, the guidelines were found feasible by the company in which the research was conducted and thus have a high potential to work in a real product. With this research, I aim to highlight the importance of improving the content discovery process both from the perspective of the user interface and a recommender system, and encourage researchers to consider the user experience in those aspects

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    Requirements engineering for explainable systems

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    Information systems are ubiquitous in modern life and are powered by evermore complex algorithms that are often difficult to understand. Moreover, since systems are part of almost every aspect of human life, the quality in interaction and communication between humans and machines has become increasingly important. Hence the importance of explainability as an essential element of human-machine communication; it has also become an important quality requirement for modern information systems. However, dealing with quality requirements has never been a trivial task. To develop quality systems, software professionals have to understand how to transform abstract quality goals into real-world information system solutions. Requirements engineering provides a structured approach that aids software professionals in better comprehending, evaluating, and operationalizing quality requirements. Explainability has recently regained prominence and been acknowledged and established as a quality requirement; however, there is currently no requirements engineering recommendations specifically focused on explainable systems. To fill this gap, this thesis investigated explainability as a quality requirement and how it relates to the information systems context, with an emphasis on requirements engineering. To this end, this thesis proposes two theories that delineate the role of explainability and establish guidelines for the requirements engineering process of explainable systems. These theories are modeled and shaped through five artifacts. These theories and artifacts should help software professionals 1) to communicate and achieve a shared understanding of the concept of explainability; 2) to comprehend how explainability affects system quality and what role it plays; 3) in translating abstract quality goals into design and evaluation strategies; and 4) to shape the software development process for the development of explainable systems. The theories and artifacts were built and evaluated through literature studies, workshops, interviews, and a case study. The findings show that the knowledge made available helps practitioners understand the idea of explainability better, facilitating the creation of explainable systems. These results suggest that the proposed theories and artifacts are plausible, practical, and serve as a strong starting point for further extensions and improvements in the search for high-quality explainable systems

    Merchandising et mise en place des collections en bibliothèques de lecture publique

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    L’application des techniques de marketing à la gestion des bibliothèques est très débattue. En revanche, l’application spécifique des techniques de merchandising est une pratique nettement moins évoquée. Le merchandising est une sous-discipline du marketing qui s’occupe de l’allocation des emplacements et de la présentation des produits sur le point de vente. En bibliothèque, il s’agit donc de développer une démarche marketing pour la mise en espace des documents. Dans ce travail, les principes du merchandising sont transposés pour une application en bibliothèque de lecture publique. Les bibliothèques génèrent une grande quantité de données de circulation et de description des documents : ce travail explore aussi comment ces données de grande qualité peuvent être exploitées et valorisées dans une démarche de merchandising.The application of marketing methods for libray management is a much debated question. On the other hand, the specific application of merchandising methods is less debated. Merchandising is a component of marketing whose concern is the in-store allocation of space for products and their presentation. Hence for public libraries, the idea is to apply a marketing approach specifically centered on space utilization for documents. In this paper, merchandising principles are adaptated for an application in public libraries. Libraries create a lot of circulation datas and document description datas : this paper explores as well how those high quality datas can be used and how they can create value in the perspective of a merchandising approach

    Establishing User Requirements for a Recommender System in an Online Union Catalogue: an Investigation of WorldCat.org

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    This project, undertaken in collaboration with OCLC, aimed to investigate the potential role of recommendations within WorldCat, the publicly accessible union catalogue of libraries participating in the OCLC global cooperative. The goal of the project was a set of conceptual design guidelines for a WorldCat.org recommender system, based on a comprehensive understanding of the systems users and their needs. Taking a mixed-methods approach, the investigation consisted of four phases. Phase one consisted of twenty-one focus groups with key user goups held in three locations; the UK, the US, and Australia and New Zealand. Phase 2 consisted of a pop-up survey implemented on WorldCat.org, and gathered 2,918 responses. Phase three represented an analysis of two months of WorldCat.org transaction log data, consisting of over 15,000,000 sessions. Phase four was a lab based user study investigating and comparing the use of WorldCat.org with Amazon. Findings from each strand were integrated, and the key themes to emerge from the research are discussed. Different methods of classifying the WorldCat.org user population are presented, along with a taxonomy of work- and search-tasks. Key perspectives on the utility of a recommender system are considered, along with a reflection on how the information search behaviour exhibited by users interacting with recommendations while undertaking typical catalogue tasks can be interpreted. Based on the enriched perspective of the system, and the role of recommendation in the catalogue, a series of conceptual design specifications are presented for the development of a WorldCat.org recommender system

    GUMCARS: General User Model for Context-Aware Recommender Systems

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    Context-Aware Recommender Systems (CARS) are extensions of traditional recommender systems that use information about the context of the user to improve the recommendation accuracy. Whatever the specific algorithm exploited by the CARS, it can provide high-quality recommendations only after having modeled the user and context aspects. Despite the importance of the data models in CARS, nowadays there is a lack of models and tools to support the modeling and management of the data when developing a new CARS, leaving designers, developers and researchers the work of creating their own models, which can be a hard and time-consuming labor, and often resulting in overspecialized or incomplete models. In this paper, we describe GUMCARS - a General User Model for Context-Aware Recommender Systems, where the main goal is to help designers and researchers when creating a CARS by providing an extensive set of User, Context and Item aspects that covers the information needed by different recommendation domains. To validate GUMCARS, two experiments are performed; first, the completeness and generality of the model are evaluated showing encouraging results as the proposal was able to support most of the information loaded from real-world datasets. Then the structural correctness of the model is assessed, the obtained results strongly suggest that the model is correctly constructed according to Object-Oriented design paradigm

    A Content-Aware Interactive Explorer of Digital Music Collections: The Phonos Music Explorer

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    La tesi si propone di utilizzare le più recenti tecnologie del Music Information Retrieval (MIR) al fine di creare un esploratore interattivo di cataloghi musicali. Il software utilizza tecniche avanzate quali riduzione di dimensionalità  mediante FastMap, generazione e streaming over-the-network di contenuto audio, segmentazione e estrazione di descrittori da segnali audio. Inoltre, il software è in grado di adattare in real-time il proprio output sulla base di interazioni dell'utent
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