Search results
1 – 10 of 315The purpose of this paper is to clarify the conceptual issues of information behaviour research by reviewing the approaches to information interaction in the context of…
Abstract
Purpose
The purpose of this paper is to clarify the conceptual issues of information behaviour research by reviewing the approaches to information interaction in the context of information seeking and retrieval (IS&R).
Design/methodology/approach
The study uses the conceptual analysis focussing on four pioneering models for interactive IS&R proposed by Belkin, Ingwersen and Ingwersen and Järvelin.
Findings
A main characteristic of models for information interaction is the tripartite setting identifying information resources accessible through information systems, intermediary/interface and user. Dialogue is a fundamental constituent of information interaction. Early models proposed by Belkin and Ingwersen focussed on the dialogue occurring in user-intermediary interaction, while more recent frameworks developed by Ingwersen and Järvelin devote more attention to dialogue constitutive of user-information system interaction.
Research limitations/implications
As the study focusses on four models developed within the period of 1984-2005, the findings cannot be generalised to depict the phenomena of information interaction as a whole. Further research is needed to model the specific features of information interaction occurring in the networked information environments in particular.
Originality/value
The study pioneers by providing an in-depth analysis of the ways in which pioneering researchers have conceptualised the phenomena of interaction in the context of IS&R. The findings contribute to the elaboration of the conceptual space of information behaviour research.
Details
Keywords
Kimmo Kettunen, Heikki Keskustalo, Sanna Kumpulainen, Tuula Pääkkönen and Juha Rautiainen
This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different…
Abstract
Purpose
This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different quality OCR on users' subjective perception through an interactive information retrieval task with a collection of one digitized historical Finnish newspaper.
Design/methodology/approach
This study is based on the simulated work task model used in interactive information retrieval. Thirty-two users made searches to an article collection of Finnish newspaper Uusi Suometar 1869–1918 which consists of ca. 1.45 million autosegmented articles. The article search database had two versions of each article with different quality OCR. Each user performed six pre-formulated and six self-formulated short queries and evaluated subjectively the top 10 results using a graded relevance scale of 0–3. Users were not informed about the OCR quality differences of the otherwise identical articles.
Findings
The main result of the study is that improved OCR quality affects subjective user perception of historical newspaper articles positively: higher relevance scores are given to better-quality texts.
Originality/value
To the best of the authors’ knowledge, this simulated interactive work task experiment is the first one showing empirically that users' subjective relevance assessments are affected by a change in the quality of an optically read text.
Details
Keywords
Abstract
Details
Keywords
Abstract
Details
Keywords
Abstract
Details
Keywords
Abstract
Details
Keywords
Adeyinka Tella, Yusuf Ayodeji Ajani and Ugonna Vivian Ailaku
As the metaverse gains popularity, libraries have the potential to play a vital role in this virtual world. However, digital librarians and digital age library users need to…
Abstract
Purpose
As the metaverse gains popularity, libraries have the potential to play a vital role in this virtual world. However, digital librarians and digital age library users need to develop metaliteracy skills to effectively navigate and evaluate digital information in the metaverse. The main purpose of this paper is to explore the link between libraries and the metaverse, define metaliteracy and highlight its importance for librarians and library users. The challenges of developing metaliteracy skills in the metaverse are discussed, as well as the need for ongoing training and support. This paper also explores the role of libraries and librarians in the metaverse and provides recommendations for enhancing metaliteracy skills.
Design/methodology/approach
Through a review of the literature, this paper analyzes various library websites and consulting literature relating to the link between libraries and the metaverse, metaliteracy and its importance for librarians and library users and the challenges of developing metaliteracy skills in the metaverse.
Findings
As the metaverse continues to evolve, libraries and librarians must adapt and develop the necessary skills to continue providing valuable resources and services to their communities in virtual environments.
Originality/value
To the best of authors’ knowledge, this paper is the original idea that highlights the importance of metaliteracy for librarians and library users. The challenges of developing metaliteracy skills in the metaverse.
Details
Keywords
Sebastian Maximilian Dennerlein, Vladimir Tomberg, Tamsin Treasure-Jones, Dieter Theiler, Stefanie Lindstaedt and Tobias Ley
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on…
Abstract
Purpose
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on formal learning context and often questioned for a lack of yielding traceable research insights. This paper aims to propose a method that extends DBR by understanding tools as sociocultural artefacts, co-designing affordances and systematically studying their adoption in practice.
Design/methodology/approach
The iterative practice-centred method allows the co-design of cognitive tools in DBR, makes assumptions and design decisions traceable and builds convergent evidence by consistently analysing how affordances are appropriated. This is demonstrated in the context of health-care professionals’ informal learning, and how they make sense of their experiences. The authors report an 18-month DBR case study of using various prototypes and testing the designs with practitioners through various data collection means.
Findings
By considering the cognitive level in the analysis of appropriation, the authors came to an understanding of how professionals cope with pressure in the health-care domain (domain insight); a prototype with concrete design decisions (design insight); and an understanding of how memory and sensemaking processes interact when cognitive tools are used to elaborate representations of informal learning needs (theory insight).
Research limitations/implications
The method is validated in one long-term and in-depth case study. While this was necessary to gain an understanding of stakeholder concerns, build trust and apply methods over several iterations, it also potentially limits this.
Originality/value
Besides generating traceable research insights, the proposed DBR method allows to design technology-enhanced learning support for working domains and practices. The method is applicable in other domains and in formal learning.
Details