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Article
Publication date: 20 July 2023

Elaheh Hosseini, Kimiya Taghizadeh Milani and Mohammad Shaker Sabetnasab

This research aimed to visualize and analyze the co-word network and thematic clusters of the intellectual structure in the field of linked data during 1900–2021.

Abstract

Purpose

This research aimed to visualize and analyze the co-word network and thematic clusters of the intellectual structure in the field of linked data during 1900–2021.

Design/methodology/approach

This applied research employed a descriptive and analytical method, scientometric indicators, co-word techniques, and social network analysis. VOSviewer, SPSS, Python programming, and UCINet software were used for data analysis and network structure visualization.

Findings

The top ranks of the Web of Science (WOS) subject categorization belonged to various fields of computer science. Besides, the USA was the most prolific country. The keyword ontology had the highest frequency of co-occurrence. Ontology and semantic were the most frequent co-word pairs. In terms of the network structure, nine major topic clusters were identified based on co-occurrence, and 29 thematic clusters were identified based on hierarchical clustering. Comparisons between the two clustering techniques indicated that three clusters, namely semantic bioinformatics, knowledge representation, and semantic tools were in common. The most mature and mainstream thematic clusters were natural language processing techniques to boost modeling and visualization, context-aware knowledge discovery, probabilistic latent semantic analysis (PLSA), semantic tools, latent semantic indexing, web ontology language (OWL) syntax, and ontology-based deep learning.

Originality/value

This study adopted various techniques such as co-word analysis, social network analysis network structure visualization, and hierarchical clustering to represent a suitable, visual, methodical, and comprehensive perspective into linked data.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 5 April 2024

Kifayat Nahiyan Rafi, Mohammad Osman Gani, Nik Mohd Hazrul Nik Hashim, Muhammad Sabbir Rahman and Mohammad Masukujjaman

Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR…

Abstract

Purpose

Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR) videos incorporating Web navigability and visual interface design quality (stimulus) on travel websites can make tourists more engaged and then satisfied (organism), which could make them more likely to visit destinations and spread electronic word of mouth (e-WOM) (response).

Design/methodology/approach

Using the convenience sampling method, 975 responses were collected through a questionnaire. The data were analysed using Smart-PLS 4 software to investigate the hypothesised relationships.

Findings

The findings demonstrate that 360-degree VR videos significantly create Web user engagement, and Web user engagement is significantly associated with Web user satisfaction. The result shows that Web user engagement and satisfaction impact the intention to visit the tourist destination. Additionally, Web user satisfaction impacts e-WOM. Lastly, navigability and visual interface design quality are significantly moderated between 360-degree VR videos and Web user engagement.

Research limitations/implications

This research only examined the tourists’ behavioural intentions with 360-degree VR videos during the pre-travel phase. In contrast, future research may investigate how tourists behave with VR during the on-site and post-travel phases.

Practical implications

Tourism marketers should not only adopt 360-degree VR but also integrate Web navigability and visual interface design to boost Web users’ engagement on tourism websites.

Originality/value

This study advances the study of VR from the tourists’ psychological perspective. Moreover, the SOR theory has been re-examined from the VR and technology tourism perspectives. It provides a general understanding of the behavioural aspects of tourists in developing countries.

目的

利用刺激-有机体反应(SOR)理论模型, 本实证研究检验并验证了游客与旅游网站上结合了网络导航性和视觉界面设计质量(刺激)的360度虚拟现实(VR)视频的互动如何使游客更投入、更满意(有机体), 这可能使他们更有可能访问目的地并传播电子口碑(响应)。

设计/方法

采用方便抽样法, 通过问卷调查收集了975份回复。使用Smart-PLS 4软件对数据进行分析, 以调查假设的关系。

结果

研究结果表明, 360度虚拟现实(VR)视频显著提高了网络用户参与度, 网络用户参与与网络用户满意度显著相关。结果表明, 网络用户参与度和满意度对旅游目的地的访问意愿有影响。此外, 网络用户满意度也会影响电子口碑。最后, 在360度虚拟现实(VR)视频和网络用户参与度之间, 导航性和视觉界面设计质量显著适中。

研究限制/意义

这项研究只考察了游客在旅行前阶段使用360度虚拟现实(VR)视频的行为意图。相比之下, 未来的研究可能会调查游客在现场和旅行后阶段使用虚拟现实(VR)的行为。

实践意义

旅游营销人员不仅应采用360度虚拟现实(VR), 还应将网络导航性和视觉界面设计相结合, 以提高网络用户对旅游网站的参与度。

原创性

本研究从游客的心理角度推进了虚拟现实(VR) 的研究。此外, 还从虚拟现实(VR)和科技旅游的角度重新审视了SOR 理论。它提供了对发展中国家游客行为方面的一般了解。

Objetivo

Utilizando el modelo teórico estímulo-organismo-respuesta (SOR), esta investigación empírica examinó y validó cómo las interacciones de los turistas con los vídeos de RV de 360 grados que incorporan la navegabilidad web y la calidad del diseño de la interfaz visual (estímulo) en los sitios web de viajes pueden hacer que los turistas se sientan más comprometidos y luego satisfechos (organismo), lo que podría hacerles más propensos a visitar los destinos y a difundir el e-WOM (respuesta).

Diseño/metodología/enfoque

Utilizando el método de muestreo por conveniencia, se recogieron 975 respuestas a través de un cuestionario. Los datos se analizaron mediante el software Smart-PLS 4 para investigar las relaciones hipotetizadas.

Resultados

Los resultados demuestran que los vídeos de RV de 360 grados generan un compromiso significativo de los usuarios de la web y que el compromiso de los usuarios de la web se asocia significativamente con su satisfacción. El resultado muestra que el compromiso y la satisfacción del usuario web repercuten en la intención de visitar el destino turístico. Además, la satisfacción del usuario web influye en el e-WOM. Por último, la navegabilidad y la calidad del diseño de la interfaz visual son significativamente moderadas entre los vídeos de RV de 360 grados y el compromiso del usuario web.

Limitaciones/implicaciones de la investigación

Esta investigación sólo examinó las intenciones de comportamiento de los turistas con los vídeos de RV de 360 grados durante la fase previa al viaje. En cambio, en futuras investigaciones se podría estudiar cómo se comportan los turistas con la RV durante las fases in situ y posterior al viaje.

Implicaciones prácticas

Los profesionales del marketing turístico no sólo deberían adoptar la RV de 360 grados, sino también integrar la navegabilidad web y el diseño de la interfaz visual para potenciar el compromiso de los internautas en los sitios web turísticos.

Originalidad

Este estudio avanza en el estudio de la RV desde la perspectiva psicológica del turista. Además, se ha reexaminado la teoría S-O-R desde las perspectivas de la RV y el turismo tecnológico. Proporciona una comprensión general del aspecto conductual de los turistas en los países en desarrollo.

Article
Publication date: 6 February 2024

Zhichuan Tang, Xuan Xu, Feifei Wang, Lekai Zhang and Min Zhu

Targeting the common functions of the Zhejiang Library website, elderly individuals were invited to complete six experimental tasks on the improved website interfaces, and…

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Abstract

Purpose

Targeting the common functions of the Zhejiang Library website, elderly individuals were invited to complete six experimental tasks on the improved website interfaces, and subjective data (PAD emotion scale and usability evaluation) and objective data (eye movement data) were recorded to verify the effects of graphic layout and navigation position on the information-seeking experience of elderly individuals.

Design/methodology/approach

This study analyzes the effect of the graphic layout and navigation position of the Zhejiang Library’s website interface on the emotional state, perceived usability and information-seeking time of elderly individuals, with the aim of providing guidance and suggestions for the elderly-oriented reform of the public library website.

Findings

The experimental results show that the graphic layout has a significant effect on the emotional state and perceived usability of elderly individuals, and the navigation position has a significant effect on the information-seeking time; the interaction between graphic layout and navigation position exerts a significant effect on the information-seeking time of elderly individuals. The eye movement data show that elderly individuals have a better information-seeking experience when the top navigation bar and image-text matched arrangement are used for the interface layout.

Originality/value

This study adopts a new approach combining subjective data and eye movement data to evaluate the effect of the public library website’s interface layout on the information-seeking experience for older people. The findings can provide a theoretical basis and methodological support for the elderly-oriented reform of public library websites. They can also provide scientific design suggestions for age-friendly interface layouts of other Internet products and service applications.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 6 February 2024

Anthony Olukayode Yusuf, Adedeji Afolabi, Abiola Akanmu, Homero Murzi, Andres Nieto Leal, Sheryl Ball and Andrea Ofori-Boadu

There is a growing mismatch between the skill demands of the industry and the offerings of academia. One way of reducing this mismatch is by improving collaborations between…

Abstract

Purpose

There is a growing mismatch between the skill demands of the industry and the offerings of academia. One way of reducing this mismatch is by improving collaborations between practitioners and instructors using web-networking platforms. However, it is important to understand practitioners’ considerations while collaborating with instructors. Therefore, this study identified these considerations in order to infer inputs for the design of the graphical user interface (GUI) of a web-based platform for connecting instructors and practitioners.

Design/methodology/approach

A mixed method was adopted through a survey and focus group. A survey was used to capture practitioners’ considerations while collaborating with instructors for student development, and a focus group helped uncover an in-depth understanding of the study phenomena. The data were analyzed using descriptive and inferential statistics and thematic analysis.

Findings

The results show the willingness of practitioners to collaborate with instructors for student development, the ways by which practitioners are willing to meet instructors' course-support needs and their considerations in deciding to do so. Slight differences were observed between the results of the survey and the focus group regarding the ranking of the practitioners’ considerations. The study highlighted demographic differences in practitioners’ considerations when deciding on meeting instructors' course-support needs. The results provide a basis to deduce the GUI inputs of web-networking platforms for connecting instructors and practitioners.

Originality/value

This study revealed practitioners’ design needs and GUI inputs to facilitate the design of web-networking platforms for connecting instructors and practitioners. This study also contributes to user interface design principles, theories on individual differences and practitioners’ involvement in student professional development.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 27 March 2023

Dong-Heon Kwak, Derek L. Nazareth, Saerom Lee, Jinwoong Lee, Greta L. Polites and Deborah Erdos Knapp

Drawing upon the consistency literature, the theory of visual rhetoric and social judgment of warmth and competence, this study examines the determinants and impacts of perceived…

Abstract

Purpose

Drawing upon the consistency literature, the theory of visual rhetoric and social judgment of warmth and competence, this study examines the determinants and impacts of perceived interface design consistency in the context of charity websites.

Design/methodology/approach

To identify design factors of perceived interface design consistency, this study separates charity website interface design into two aspects: main appeal design (i.e. appeal quality) and peripheral design (i.e. image type). The authors designed a two (appeal quality: low vs high) × three (image type: control vs adults vs children) controlled lab experiment to investigate the effects of various interface choices. A total of 217 subjects participated in the experiment. The authors used structural equation model (SEM) analysis and analysis of covariance (ANCOVA) to test the research hypotheses.

Findings

This study found that appeal quality and human images increase perceived interface design consistency. The authors also found that the relationship between appeal quality and perceived interface design consistency is moderated by image type. Finally, the authors showed that perceived interface design consistency increases perceived warmth and competence of charity websites, which in turn affect intention to use the website for donations.

Originality/value

The authors’ findings provide novel insights for theory on consistency and interface design and practical implications for charity website designers by identifying determinants and consequences of perceived interface design consistency.

Details

Internet Research, vol. 33 no. 3
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 10 August 2023

Richard Gruss, David Goldberg, Nohel Zaman and Alan Abrahams

The widespread adoption of online purchasing has prompted increasing concerns about product safety, and regulators are beginning to hold e-commerce sites accountable for dangerous…

Abstract

Purpose

The widespread adoption of online purchasing has prompted increasing concerns about product safety, and regulators are beginning to hold e-commerce sites accountable for dangerous product defects. For online consumers, understanding the many inherent safety risks among the extensive array of products they browse is a formidable task. The authors attempt to address this problem via a client-side software artifact that warns shoppers about potential product safety hazards at the point of sale.

Design/methodology/approach

In this study, the authors built four candidate designs and assessed their effectiveness by means of a large randomized controlled experiment (n = 466). The authors define effectiveness as significant changes in dependent variables associated with health behaviors and technology adoption.

Findings

The authors find that all of the designs score high on adoption likelihood, that designs incorporating highlighting and scoring are better at increasing safety knowledge and that simpler designs are better at enhancing safety awareness.

Originality/value

These findings will inform the design of safety information dissemination systems and open new areas of safety awareness enhancement research. More generally, the authors introduce a novel method of testing text visualization variations and their impact on behavioral decisions.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 8 November 2022

Paulo Rita, Vasco Eiriz and Beatriz Conde

This study aims to determine how to influence the customer journey of mobile food ordering applications (MFOAs) users. It researches how available information could influence…

1708

Abstract

Purpose

This study aims to determine how to influence the customer journey of mobile food ordering applications (MFOAs) users. It researches how available information could influence customers’ intention to use MFOAs platforms in the prepurchase stage and explores the potential of personalized information to improve customer satisfaction with these services in the postpurchase stage.

Design/methodology/approach

This research followed a mixed design, combining qualitative (focus groups) and quantitative (online survey) research and using both content analysis and partial least squares structural equation modeling.

Findings

Two types of available information (firm-generated information and online customer reviews) had a positive influence on the behavioral intention to use MFOAs. Additionally, findings showed that different web personalization strategies, namely, content personalization, functional personalization and system-driven personalization, were useful tools to create customer satisfaction with this type of platform.

Research limitations/implications

The study discusses limitations regarding the sample and sampling process, indicator variables and measures.

Practical implications

The present research provides actionable insights for online food delivery providers.

Originality/value

This study addresses a research gap in the literature and provides a novel and richer understanding of customer behavior toward mobile food delivery platforms. Also, it adds to the personalization research by identifying and testing a range of web personalization strategies.

Article
Publication date: 9 October 2023

Chih-Ming Chen and Ya-Chu Yang

A makerspace has recently been identified as an essential learning field for cultivating students’ creative and thinking abilities. Creating a makerspace service within a…

Abstract

Purpose

A makerspace has recently been identified as an essential learning field for cultivating students’ creative and thinking abilities. Creating a makerspace service within a university library is vital, as it fosters innovation, interdisciplinary learning, practical skills, entrepreneurship and career readiness while transforming the library into a dynamic centre for hands-on education and collaboration. Nevertheless, the wide-ranging functions and uses of makerspace equipment can potentially lead to a situation where librarians are overwhelmed by their duties due to manpower constraints. Therefore, this study aims to develop a novel game-based augmented reality navigation system (GARNS) based on the Octalysis gamification framework and scaffolding theory to support makerspace user education, hoping to promote learners’ learning motivation and their immersive experience and to enhance the learning performance of makerspace user education.

Design/methodology/approach

With a true experimental research method, 24 grade 11 students from a high school in Keelung City, Taiwan, were recruited to participate in the experiment on makerspace user education. Among them, ten students were randomly assigned to the experimental group using the GARNS and the other seven students were randomly assigned to a control group using the Web navigation system. The remaining seven students were assigned to a second control group using the narrative guided tour with a librarian to conduct makerspace user education.

Findings

Analytical results show that learners can achieve significant learning effectiveness using the GARNS, Web navigation system or traditional narrative guided tour with a librarian for makerspace user education. There were no significant differences in learning effectiveness and motivation neither between the GARNS group and the narrative guided tour with a librarian group nor between the Web navigation system group and the narrative guided tour with a librarian group. However, there were significant differences in learning effectiveness and motivation in terms of the value and expectation dimensions of learning motivation between the GARNS group and the Web navigation system group, and the GARNS group was significantly better than the Web navigation system group.

Practical implications

The study’s practical implication on makerspace user education is to reduce the manpower of a university library with makerspace services by the proposed GARNS that can offer a practical solution to enhance the learning effectiveness and motivation of makerspace through immersive game-based autonomous learning. Additionally, the study’s theoretical contribution lies in its innovative combination of game-based learning and scaffolding theory, while its practical significance stems from its potential to revolutionize makerspace user education, enhance motivation and performance and influence the broader landscape of educational technology.

Originality/value

This study combines game-based learning with augmented reality tools to develop a novel GARNS, which provides an innovative and effective learning tool suitable for the characteristics of makerspace and contributes to promoting makerspace user education and diversified learning modes. Additionally, most interviewees believed that using GARNS for educating makerspace users could assist them in consistently evaluating, choosing and discovering educational tasks in a library makerspace. This study contributes to promoting the popularization of makerspace user education.

Details

The Electronic Library , vol. 42 no. 1
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 30 April 2024

Peter Fernandez

This study aims to inform and guide information professionals in thinking clearly about the challenges and opportunities this technology may create.

Abstract

Purpose

This study aims to inform and guide information professionals in thinking clearly about the challenges and opportunities this technology may create.

Design/methodology/approach

This column uses the Web browser Arc as a focal point for exploring elements that seem key to understanding how artificial intelligence (AI) may change our relationship with information. Large language model’s were used to help draft or rewrite sentences. That text was then reviewed or revised by the author.

Findings

The following elements are key to understanding the potential of informational interface software like Arc. The ability to abstract information from the original content. The ability to produce multimedia compelling user experiences. The ability to “read” multimodal forms of information and take action based on that “understanding”. This may impact the value exchange between the user and the underlying information, with implications for libraries.

Research limitations/implications

Everything about AI the future of AI or any technology is speculative.

Practical implications

Libraries that wish to continue to be part of adding value to how users interact with information need to pay attention and find ways to adapt.

Originality/value

As new paradigms are created to ensure information exchange is sustainable for everyone, there may be opportunities for libraries. And even if not, libraries may leverage their expertise or relationships to build something that could not be imagined without them. Yet these are only possible if libraries engage.

Details

Library Hi Tech News, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 1 June 2023

Esra Efendioğlu and Emine Sendurur

This study aims to develop and test a browser extension as a scaffolding tool to guide learners about evaluating online sources.

Abstract

Purpose

This study aims to develop and test a browser extension as a scaffolding tool to guide learners about evaluating online sources.

Design/methodology/approach

In total, 129 undergraduate students participated in this experimental study. Both groups completed two Web searching tasks, but the experimental group used a browser extension.

Findings

The results indicated that there are significant differences between groups in terms of the number of accurate sources and visited sites. There were no differences neither in the success status nor the access time. The browser extension guidance affected certain search parameters, but this effect seemed to be diminished in accordance with students’ cognitive abilities as well as their digital literacy levels.

Research limitations/implications

The participants were from a vocational school, so any other study with different participants might reveal different findings.

Practical implications

The browser extension is convenient to be used with regards to interface and instructions. It can serve as a self-training tool with small changes in the code. The intervals and types of messages can be customized in line with the users’ needs.

Social implications

The approach used in this study can contribute to the dissemination of misleading information on the Web. People of any age can use and benefit from this approach via a simple extension.

Originality/value

The extension can serve as a fundamental framework for the construction of adaptive or smart extensions. As this study revealed the importance of both cognitive abilities and digital literacy levels, the extension can be enriched with the inclusion of cognitive scaffolding.

Details

The Electronic Library , vol. 41 no. 4
Type: Research Article
ISSN: 0264-0473

Keywords

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