144 research outputs found

    E-books in academic libraries

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    This paper provides an analysis of the current state of the art in e-books, and attempts both to set the scene and provide reasons for their low uptake. Publishers, e-book providers and aggregators, academics and intermediaries (i.e., librarians and information specialists) should concentrate on raising awareness of what is available and what are the advantages related to e-books for specific categories of users. At the same time e-book suppliers should make e-books easier to find and purchase

    Design issues in the production of hyper‐books and visual‐books

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    This paper describes an ongoing research project in the area of electronic books. After a brief overview of the state of the art in this field, two new forms of electronic book are presented: hyper‐books and visual‐books. A flexible environment allows them to be produced in a semi‐automatic way starting from different sources: electronic texts (as input for hyper‐books) and paper books (as input for visual‐books). The translation process is driven by the philosophy of preserving the book metaphor in order to guarantee that electronic information is presented in a familiar way. Another important feature of our research is that hyper‐books and visual‐books are conceived not as isolated objects but as entities within an electronic library, which inherits most of the features of a paper‐based library but introduces a number of new properties resulting from its non‐physical nature

    Browsing and searching e-encyclopaedias

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    Educational websites and electronic encyclopaedias employ many of the same design elements, such as hyperlinks, frames and search mechanisms. This paper asks to what extent recommendations from the world of web design can be applied to e-encyclopaedias, through an evaluation of users' browsing and searching behaviour in the free, web-based versions of Encyclopaedia Britannica, the Concise Columbia Encyclopaedia and Microsoft's Encarta. It is discovered that e-encyclopaedias have a unique set of design requirements, as users' expectations are inherited from the worlds of both web and print

    HEBE: Highly Engaging eBook Experiences

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    Despite more and more books are made available in electronic format and technology is increasingly present in children’s everyday life, thus far the potential of the electronic book (eBook) medium has been only partially exploited. With the Highly Engaging eBook Experiences (HEBE) project we studied how to design and evaluate eBooks for children with the goal of making the reading experience more engaging. The project began with an investigation of the many facets that characterize the reading experience of children in order to understand how it could possibly be enhanced by electronic books. In a later stage an intergenerational design team used different techniques of Cooperative Inquiry to explore a range of design ideas. Then, based on those ideas, we developed a prototype of enhanced eBook and elaborated a shortlist of design recommendations that are intended to help designers in creating more engaging eBooks. The research project ended with a stage of evaluation where children’s User Experience with the eBook prototype was assessed. We took inspiration from Csikszentmihalyi’s Flow theory to define a benchmark for evaluating the reading experience. Then, by means of the Experience Sampling Method (ESM), we investigated and collected data on the reading experience of two groups of children, one of which read an eBook enhanced following our design recommendations while the other read a basic version of the same eBook. Following a mixed-method approach, with quantitative analysis we verified whether participants who read the enhanced eBook had a better reading experience, while with qualitative analysis we tried to understand why. The results of the evaluation showed that that an eBook designed following our design recommendations may have a positive effect on children’s reading experience by making it more engaging

    Open issues with collaborative design in schools: what is in it for us?

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    The focus of our work is on how to design a user experience for children using digital artefacts in an educational environment. Specifically, in the paper we reported the outcomes of a longitudinal study in which teachers and children were involved within a co-design process. We illustrated some opportunities and constraints of designing for and with schools’ stakeholders. Our contribution explores one of the workshop’s challenges concerning the confirmation bias and limited decision making and how this affects children in their CD experiences in formal school contexts

    Supporting creativity in designing story authoring tools

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    In this paper we describe our experience in designing an application to support children in producing their stories in a formal setting, a primary school. In particular, we reflect on the implications of our findings on levels of creativity found in the produced stories. Besides, we compare two versions of our application: one is text-based and the other is image-rich. Feedback from teachers and children is presented and discussed in terms of implications for the design. We will then use our experience to revise the existing guidelines to design authoring tools to stimulate creativity

    Query refinement for patent prior art search

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    A patent is a contract between the inventor and the state, granting a limited time period to the inventor to exploit his invention. In exchange, the inventor must put a detailed description of his invention in the public domain. Patents can encourage innovation and economic growth but at the time of economic crisis patents can hamper such growth. The long duration of the application process is a big obstacle that needs to be addressed to maximize the benefit of patents on innovation and economy. This time can be significantly improved by changing the way we search the patent and non-patent literature.Despite the recent advancement of general information retrieval and the revolution of Web Search engines, there is still a huge gap between the emerging technologies from the research labs and adapted by major Internet search engines, and the systems which are in use by the patent search communities.In this thesis we investigate the problem of patent prior art search in patent retrieval with the goal of finding documents which describe the idea of a query patent. A query patent is a full patent application composed of hundreds of terms which does not represent a single focused information need. Other relevance evidences (e.g. classification tags, and bibliographical data) provide additional details about the underlying information need of the query patent. The first goal of this thesis is to estimate a uni-gram query model from the textual fields of a query patent. We then improve the initial query representation using noun phrases extracted from the query patent. We show that expansion in a query-dependent manner is useful.The second contribution of this thesis is to address the term mismatch problem from a query formulation point of view by integrating multiple relevance evidences associated with the query patent. To do this, we enhance the initial representation of the query with the term distribution of the community of inventors related to the topic of the query patent. We then build a lexicon using classification tags and show that query expansion using this lexicon and considering proximity information (between query and expansion terms) can improve the retrieval performance. We perform an empirical evaluation of our proposed models on two patent datasets. The experimental results show that our proposed models can achieve significantly better results than the baseline and other enhanced models

    Multiple intelligence based e-books

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    This paper describes a study on the design of teaching-learning materials and the use of technology in school environment.One essential component of this study is the definition of models on how electronic textbooks (e-books), one of the fundamental tools in the school recently, should be designed to be practiced. We postulate that a crucial feature for children e-books would be to present contents by mixing different presentation modes (graphic page, talking page, hypermedia page and web page modes) and including various activities in each mode which support and nurture as many children’s intelligences and learning styles as possibl
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