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1 – 10 of over 30000Tessel Bogaard, Laura Hollink, Jan Wielemaker, Jacco van Ossenbruggen and Lynda Hardman
For digital libraries, it is useful to understand how users search in a collection. Investigating search patterns can help them to improve the user interface, collection…
Abstract
Purpose
For digital libraries, it is useful to understand how users search in a collection. Investigating search patterns can help them to improve the user interface, collection management and search algorithms. However, search patterns may vary widely in different parts of a collection. The purpose of this paper is to demonstrate how to identify these search patterns within a well-curated historical newspaper collection using the existing metadata.
Design/methodology/approach
The authors analyzed search logs combined with metadata records describing the content of the collection, using this metadata to create subsets in the logs corresponding to different parts of the collection.
Findings
The study shows that faceted search is more prevalent than non-faceted search in terms of number of unique queries, time spent, clicks and downloads. Distinct search patterns are observed in different parts of the collection, corresponding to historical periods, geographical regions or subject matter.
Originality/value
First, this study provides deeper insights into search behavior at a fine granularity in a historical newspaper collection, by the inclusion of the metadata in the analysis. Second, it demonstrates how to use metadata categorization as a way to analyze distinct search patterns in a collection.
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Rebecca Martland, Lucia Valmaggia, Vigneshwar Paleri, Natalie Steer and Simon Riches
Clinical staff working in mental health services experience high levels of work-related stress, burnout and poor well-being. Increased levels of stress, burnout, depression and…
Abstract
Purpose
Clinical staff working in mental health services experience high levels of work-related stress, burnout and poor well-being. Increased levels of stress, burnout, depression and anxiety and poorer mental well-being among health-care workers are associated with more sick days, absenteeism, lower work satisfaction, increased staff turnover and reduced quality of patient care. Virtual reality (VR) relaxation is a technique whereby experiences of pleasant and calming environments are accessed through a head-mounted display to promote relaxation. The purpose of this paper is to describe the design of a study that assesses the feasibility and acceptability of implementing a multi-session VR relaxation intervention amongst mental health professionals, to improve their relaxation levels and mental well-being.
Design/methodology/approach
The study follows a pre–post-test design. Mental health staff will be recruited for five weeks of VR relaxation. The authors will measure the feasibility and acceptability of the VR relaxation intervention as primary outcomes, alongside secondary outcomes evaluating the benefits of VR relaxation for mental well-being.
Findings
The study aims to recruit 20–25 health-care professionals working in both inpatient and specialist community mental health settings.
Originality/value
Research indicates the potential of VR relaxation as a low-intensity intervention to promote relaxation and reduce stress in the workplace. If VR relaxation is shown to be feasible and acceptable, when delivered across multiple sessions, there would be scope for large-scale work to investigate its effectiveness as an approach to enable health-care professionals to de-stress, relax and optimise their mental well-being. In turn, this may consequently reduce turnover and improve stress-related sick leave across health-care services.
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Nicola Roberts and Heaven Marsh
It is recommended that universities implement bystander interventions to disrupt the interpersonal violence and abuse that students experience in this context. Yet, there are few…
Abstract
Purpose
It is recommended that universities implement bystander interventions to disrupt the interpersonal violence and abuse that students experience in this context. Yet, there are few evaluations of bystander interventions in the UK. Building on an existing evaluation carried out on a bystander intervention at a university in 2017/18, the purpose of this research was to evaluate the intervention.
Design/methodology/approach
Using a one-way repeated measures design, analysis of variance was used to analyse pre- and post-intervention data gathered from 121 students, during 2018/19.
Findings
As the aims of the session were met, it can be inferred individuals who participate in the bystander intervention have the potential to disrupt interpersonal violence and abuse.
Research limitations/implications
The small sample size and design of the survey limited the research. Further evaluations of bystander interventions are needed in the UK that utilises large samples and a validated survey.
Practical implications
This paper notes the importance of engaging many students in a cohort to participate on a bystander intervention.
Originality/value
This study adds to the paucity of evaluations of bystander interventions in the UK. Knowing that the intervention has the potential to disrupt interpersonal violence and abuse builds the momentum for other similarly designed interventions to be implemented in universities in the UK.
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Giulio Lancioni, Nirbhay Singh, Mark O’Reilly, Jeff Sigafoos, Fiora D’Amico, Dominga Laporta, Antonella Scordamaglia and Katia Pinto
Music stimulation is considered beneficial for people with advanced Alzheimer’s disease. The purpose of this paper is to assess a tablet-based program to promote music-related…
Abstract
Purpose
Music stimulation is considered beneficial for people with advanced Alzheimer’s disease. The purpose of this paper is to assess a tablet-based program to promote music-related hand responses and positive engagement (e.g. singing or moving the body with the music) in people with advanced Alzheimer’s disease.
Design/methodology/approach
The program was implemented with 20 participants according to a non-concurrent multiple baseline design across participants. The participants were provided with a tablet whose screen worked as a sensor. During the intervention, sensor activations by hand responses led the tablet to present 10 s segments of preferred songs; an absence of sensor activation led the tablet to produce a prompt.
Findings
The participants’ mean frequencies of hand responses (i.e. sensor activations) per 5 min session increased from mostly zero during baseline to between about 9 and 20 during the intervention. The mean percentages of observation intervals with participants’ positive engagement increased from 0 to 12 during the baseline to between 13 and 55 during the intervention. The differences between baseline and intervention data were statistically significant for all participants.
Originality/value
A tablet-based program, such as that used in this study, may help people with advanced Alzheimer’s disease develop specific music-related responses and positive engagement.
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W.A. Rasika Nandana and W.R. de Mel
The purpose of this paper is to introduce an integrated laboratory experiment setup (ILES) to overcome problems encountered in open distance learning (ODL) especially when…
Abstract
Purpose
The purpose of this paper is to introduce an integrated laboratory experiment setup (ILES) to overcome problems encountered in open distance learning (ODL) especially when offering engineering degree programmes.
Design/methodology/approach
Engineering laboratory experiments can be classified as experiments which are performed with the intention to inculcate theory, and second, to provide hands-on experience. The ILES integrates both types of experiments with face-to-face laboratory (FFL), online remote laboratory (ORL), and multimedia demonstrations, and it helps to reduce traditional FFL duration by 50 per cent. The first phase of the ILES provides an opportunity to refer multimedia demonstrations of the experiments. Thereafter, students attend the first FFL session, which covers about 25 per cent of the experiments. In the next step, 50 per cent of the experiments are offered using the ORL, via the internet while interacting with real equipment and making actual observations. The final step is used to accomplish the rest of the experiments (25 per cent) in FFL which facilitates the clarification of any problem that may occur in the ORL.
Findings
This blended laboratory system will help to achieve ODL objectives while utilising resources productively and cost effectively. Having implemented the idea and based on the information received from the stakeholders, this has proved to be a workable solution to one of the difficulties faced by ODL students.
Research limitations/implications
The level of outcome of the students has to be observed and analysed in comparison with the traditional laboratory setup.
Practical implications
Some experiments (e.g. thermodynamics) which need more safety precautions are difficult to offer via ORL.
Originality/value
The ILES is a blended setup including FFL, ORL and multimedia demonstrations and it is a novel concept which is most applicable to engineering/science programmes offered in ODL mode.
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Ben B. Beck, J. Andrew Petersen and Rajkumar Venkatesan
Allocating budget optimally to marketing channels is an increasingly difficult venture. This difficulty is compounded by an increase in the number of marketing channels, a rise in…
Abstract
Allocating budget optimally to marketing channels is an increasingly difficult venture. This difficulty is compounded by an increase in the number of marketing channels, a rise in siloed data between marketing technologies, and a decrease in individually identifiable data due to legislated privacy policies. The authors explore the rich attribution modeling literature and discuss the different model types and approaches previously used by practitioners and researchers. They also investigate the changing landscape of marketing attribution, discuss the advantages and disadvantages of different data handling approaches (i.e., aggregate vs. individualistic data), and present a research agenda for future attribution research.
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Rachel Wishkoski, Katie Strand, Alex Sundt, Deanna Allred and Diana J. Meter
This mixed-methods study assesses a pilot library curriculum in a general education English composition course. Case-based learning (CBL), a form of problem-based learning (PBL)…
Abstract
Purpose
This mixed-methods study assesses a pilot library curriculum in a general education English composition course. Case-based learning (CBL), a form of problem-based learning (PBL), was used to scaffold information literacy skills and concepts across sessions. This article explores the approach's impact on student learning and engagement.
Design/methodology/approach
Participants were enrolled in four sections of an undergraduate composition course. Two sections were taught with the CBL library curriculum, and two with the standard library curriculum as a control. Pretest/posttest surveys included quantitative and qualitative measures to assess students in several areas of information literacy. Weekly reflections from a subsample of students were analyzed, and the research team conducted structured classroom observations and teaching reflections.
Findings
Quantitative survey results did not support the hypotheses that the CBL curriculum would increase students' confidence and skill levels compared to their control section peers. Although there was no significant difference between sections in measured information literacy outcomes, students generally agreed that the case studies used in the CBL curriculum taught skills applicable to their research. Teaching observation data revealed the cohesion of the curriculum across library sessions and increased student engagement in classroom activities. However, some of the case studies could be improved, and some limitations in study design point to the need for further research.
Originality/value
This study addresses a gap in the literature through a mixed-methods assessment of CBL pedagogy using a control group, contributing to an understanding of the role of PBL pedagogies in information literacy curricula.
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Users' search logs are implicit feedbacks on how searchers interact with online information retrieval (IR) systems. The purpose of this paper is to analyze search query…
Abstract
Purpose
Users' search logs are implicit feedbacks on how searchers interact with online information retrieval (IR) systems. The purpose of this paper is to analyze search query reformulation (SQR) patterns of University of Dar es Salaam remote OPAC users.
Design/methodology/approach
Qualitative and quantitative analysis of transaction logs were employed to ascertain the characteristics of search queries and the patterns in which remote OPAC users reformulate their search queries. The study covered a period of six months, commencing from January to June 2019.
Findings
A total of 30,474 search hits were submitted by remote OPAC users during the period under study. Individuals from academic and research institutions, computing consortia, and telecommunication companies are the main users of the system. Most of the searches originated from North America and Europe, with few searches coming from China and India. Besides improving search results, SQRs are linked with the existence of multiple information demands as manifested by the use of heterogeneous headwords within individual search episodes.
Research limitations/implications
Data collected covered only six months. Similarly, it was however not possible to analyze users' search query formulation within specific contexts such as task-based information searching.
Practical implications
A query recommendation system should be integrated into the OPAC functionalities to improve users' search experiences. Alternatively, there should be a migration to a new system that offers more advanced search features and functionalities.
Originality/value
The study has contributed new insights in SQR studies particularly on how non-institutional affiliated users translate their information needs into search queries during information searching processes.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-09-2020-0389
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Dominik Jung, Marc Adam, Verena Dorner and Anuja Hariharan
Human lab experiments have become an established method in information systems research for investigating user behavior, perception and even neurophysiology. The purpose of this…
Abstract
Purpose
Human lab experiments have become an established method in information systems research for investigating user behavior, perception and even neurophysiology. The purpose of this paper is to facilitate experimental research by providing a practical guide on how to implement and conduct lab experiments in the freely available experimental platform Brownie.
Design/methodology/approach
Laying the groundwork of the tutorial, the paper first provides a brief overview of common design considerations for lab experiments and a generic session framework. Building on the use case of the widely used trust game, the paper then covers the different stages involved in running an experimental session and maps the conceptual elements of the study design to the implementation of the experimental software.
Findings
The paper generates findings on how computerized lab experiments can be designed and implemented. Furthermore, it maps out the design considerations an experimenter may take into account when implementing an experiment and organizing it along a session structure (e.g. participant instructions, individual and group interaction, state and trait questionnaires).
Originality/value
The paper reduces barriers for researchers to engage in experiment implementation and replication by providing a step-by-step tutorial for the design and implementation of human lab experiments.
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The main purpose of the current work is high quality video transmission over cognitive radio wireless networks.
Abstract
Purpose
The main purpose of the current work is high quality video transmission over cognitive radio wireless networks.
Design/methodology/approach
A soft computing technique based on fuzzy logic concept is introduced that can reduce the blocking probability and increase the perceived quality of video users.
Findings
It is found that by using soft computing techniques it is possible to increase the perceived quality and reduce the blocking probability in cognitive radio networks for secondary video users.
Originality/value
The main originality of this paper is twofold: at first the design philosophy in admission is quality of experience centric and second, soft computing techniques are used to decrease the blocking probability in cognitive networks.
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