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1 – 10 of over 3000
Article
Publication date: 24 August 2018

Xiao Hu, Christy W.L. Cheong, Siwei Zhang and J. Stephen Downie

Music mood is an important metadata type on online music repositories and stream music services worldwide. Many existing studies on mood metadata have focused on music websites…

Abstract

Purpose

Music mood is an important metadata type on online music repositories and stream music services worldwide. Many existing studies on mood metadata have focused on music websites and services in the Western world to the exclusion of those serving users in other cultures. The purpose of this paper is to bridge this gap by exploring mood labels on influential Chinese music websites.

Design/methodology/approach

Mood labels and the associated song titles were collected from six Chinese music websites, and analyzed in relation to mood models and findings in the literature. An online music listening test was conducted to solicit users’ feedback on the mood labels on two popular Chinese music websites. Mood label selections on 30 songs from 64 Chinese listeners were collected and compared to those given by the two websites.

Findings

Mood labels, although extensively employed on Chinese music websites, may be insufficient in meeting listeners’ needs. More mood labels of high arousal semantics are needed. Song languages and user familiarity to the songs show influence on users’ selection of mood labels given by the websites.

Practical implications

Suggestions are proposed for future development of mood metadata and mood-enabled user interfaces in the context of global online music access.

Originality/value

This paper provides insights on understanding the mood metadata on Chinese music websites and uniquely contributes to existing knowledge of culturally diversified music access.

Details

Online Information Review, vol. 42 no. 6
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 12 September 2016

Xiao Hu and Jin Ha Lee

The purpose of this paper is to compare music mood perceptions of people with diverse cultural backgrounds when they interact with Chinese music. It also discusses how the results…

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Abstract

Purpose

The purpose of this paper is to compare music mood perceptions of people with diverse cultural backgrounds when they interact with Chinese music. It also discusses how the results can inform the design of global music digital libraries (MDL).

Design/methodology/approach

An online survey was designed based on the Music Information Retrieval Evaluation eXchange (MIREX) five-cluster mood model, to solicit mood perceptions of listeners in Hong Kong and the USA on a diverse set of Chinese music. Statistical analysis was applied to compare responses from the two user groups, with consideration of different music types and characteristics of listeners. Listeners’ textual responses were also analyzed with content coding.

Findings

Listeners from the two cultural groups made different mood judgments on all but one type of Chinese music. Hong Kong listeners reached higher levels of agreement on mood judgments than their US counterparts. Gender, age and familiarity with the songs were related to listeners’ mood judgment to some extent.

Practical implications

The MIREX five-cluster model may not be sufficient for representing the mood of Chinese music. Refinements are suggested. MDL are recommended to differentiate tags given by users from different cultural groups, and to differentiate music types when classifying or recommending Chinese music by mood.

Originality/value

It is the first study on cross-cultural access to Chinese music in MDL. Methods and the refined mood model can be applied to cross-cultural access to other music types and information objects.

Details

Journal of Documentation, vol. 72 no. 5
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 3 September 2019

Xiao Hu and Chun Lai

Learning management systems (LMSs) have been embraced for their potential to create a ubiquitous learning that is free from time and space constraints. Mobile devices afford…

Abstract

Purpose

Learning management systems (LMSs) have been embraced for their potential to create a ubiquitous learning that is free from time and space constraints. Mobile devices afford enhanced mobility that enables flexible learning with LMSs. Thus, understanding students’ use of mobile devices to interact with LMSs and the influencing factors is essential. This paper aims to examine the factors that influenced students’ behavioural intention in using Web-based LMSs via mobile phones and compared the factors with those that affect students’ general acceptance of Web-based LMSs.

Design/methodology/approach

This study surveyed 356 university students and interviewed 17 students on the various factors that might affect their LMS adoption. Structural equation modelling was used to analyse the survey data.

Findings

This study identified that perceived usefulness, perceived ease of use, social influence and facilitating conditions were significant determinants of students’ usage intention in both contexts. However, social factors exerted greater influence on students’ behavioural intentions of mobile access than the attitudinal factors. The results also pinpointed some sociocultural and tempo-spatial factors that might have minimized the influence of perceived usefulness in the mobile context.

Originality/value

The study calls for special attention to the potential influences of sociocultural norms and tempo-spatial circumstances of mobile use in shaping the nature of learners’ voluntary mobile use of LMSs.

Article
Publication date: 17 April 2019

Hu Xiao, Rongxin Cui and Demin Xu

This paper aims to present a distributed Bayesian approach with connectivity maintenance to manage a multi-agent network search for a target on a two-dimensional plane.

Abstract

Purpose

This paper aims to present a distributed Bayesian approach with connectivity maintenance to manage a multi-agent network search for a target on a two-dimensional plane.

Design/methodology/approach

The Bayesian framework is used to compute the local probability density functions (PDFs) of the target and obtain the global PDF with the consensus algorithm. An inverse power iteration algorithm is introduced to estimate the algebraic connectivity λ2 of the network. Based on the estimated λ2, the authors design a potential field for the connectivity maintenance. Then, based on the detection probability function, the authors design a potential field for the search target. The authors combine the two potential fields and design a distributed gradient-based control for the agents.

Findings

The inverse power iteration algorithm can distributed estimate the algebraic connectivity by the agents. The agents can efficient search the target with connectivity maintenance with the designed distributed gradient-based search algorithm.

Originality/value

Previous study has paid little attention to the multi-agent search problem with connectivity maintenance. Our algorithm guarantees that the strongly connected graph of the multi-agent communication topology is always established while performing the distributed target search problem.

Details

Assembly Automation, vol. 40 no. 1
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 24 September 2021

Xuanxi Li, A.Y.M. Atiquil Islam, Eddie W.L. Cheng, Xiao Hu and Samuel Kai Wah Chu

This study aimed to provide evidence to support the use of a wiki called PBworks as a learning tool to foster students' information literacy (IL) skills based on activity theory.

Abstract

Purpose

This study aimed to provide evidence to support the use of a wiki called PBworks as a learning tool to foster students' information literacy (IL) skills based on activity theory.

Design/methodology/approach

The participants consisted of 421 students (i.e. form 1 to form 3) from Hong Kong taking a liberal studies course during the 2016–2017 academic year. This study mainly used a mixed methods design, proposing 11 hypotheses. Quantitative data from 374 questionnaires were analysed to test these research hypotheses, while a qualitative method (interviews) was used to explain the quantitative results. A structural equation modelling approach was used to analyse the data, and data triangulation was used to answer the same research questions.

Findings

The results showed that the model components PBworks affordances (PB) and rules and divisions (RD) had significant direct effects on individual activities (IA) and community activities (CA) and significant indirect effects on information literacy (IL). The results also revealed that CA had a significant effect on IA and had an even greater effect on IL.

Research limitations/implications

Using PBworks and the project-based learning (PjBL) approach, this study examined the determinants affecting the IL skills of Hong Kong junior secondary school students and proposed a wiki-based information literary activity (WILA) model.

Practical implications

As students' IL skills have become increasingly important, this study can shed light on related topics for future studies.

Social implications

And contribute to social stability and harmonious development.

Originality/value

This study eventually confirmed the validity of the WILA model with all hypotheses supported.

Peer review

The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-03-2020-0092.

Details

Online Information Review, vol. 46 no. 3
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 5 May 2020

Yuxiang Zhao, Xiao Hu and Kangning Wei

Abstract

Details

Aslib Journal of Information Management, vol. 72 no. 2
Type: Research Article
ISSN: 2050-3806

Article
Publication date: 8 November 2019

Hussein Haruna, Zamzami Zainuddin, Robin R. Mellecker, Samuel K.W. Chu and Xiao Hu

Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of…

Abstract

Purpose

Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of the sexual well-being of adolescents more effective. Although venereal diseases such as HIV/AIDS have become a greater problem in Sub-Saharan African (SSA) countries than in any country outside of Africa, little is publicly known about the development of gamified learning for use in counter-measures. This paper aims to address that deficit by presenting the process of developing one such game. The paper highlights how the “My Future Begins Today” game for sexual health education was developed, evaluated and refined in the real-world of low-tech settings and made improvements based on the response of users.

Design/methodology/approach

Design-based research (DBR) was used to guide the design, develop, test and refine the digital game in iterative cycles. The evaluation of the effectiveness of iterations of the game was done using adolescent sexual health literacy tests and the validated Motivation, Attitude, Knowledge and Engagement framework, the authors developed based on existing approaches. That framework combines the elements of motivation, attitude, knowledge and engagement, effectiveness was evaluated based on the game’s ability to motivate students, improve their attitudes, increase their acquisition of knowledge and engage them in learning self-rating surveys and interviews. The whole process of game design, testing, evaluation and refinement were underpinned by the activity theory, DBR and participatory design (PD) research.

Findings

Participants in the gamified learning platforms demonstrated higher average scores on their post-tests than their counterparts subjected to the traditional teaching classroom. Also, gamified learning groups commented positively on the effectiveness of their instructional approach than their counterparts in the traditional learning group. The stakeholders’ involvement in developing gamified learning provided a good understanding of the importance of the game to the adolescent students and how it was going to be used to address the problem identified. The application of PD contributed to the effectiveness of the game. It involved various actors from various fields who were relevant to the game. Also, engaging targeted users from the beginning resulted in the creation of a better correspondence with the preferences of end-users.

Practical implications

This study has contributed to a better understanding of sex education and knowledge in the area of adolescent reproductive health issues, using developed innovative game mechanics features and its applicability in low-tech settings.

Originality/value

The study will be a recommendation for future researchers in applying this gamified learning concept and its suitability in their teaching practice, particularly regarding sexual health education and adolescent reproductive health issues in low-tech settings of SSA.

Article
Publication date: 6 March 2024

Xian Zheng, Xiao Hu, Chunlin Wu and Ju Bai

Although researchers have long recognized the importance of participating organizations’ (POs) relational behavior for mega construction projects (MCPs) performance, relational…

Abstract

Purpose

Although researchers have long recognized the importance of participating organizations’ (POs) relational behavior for mega construction projects (MCPs) performance, relational behavior may not be executed by POs without effective leadership from project owners. However, little is known about the mechanisms linking owners’ leadership styles to POs’ relational behavior. This study draws on full range leadership theory and role theory to examine the relationships between owners’ leadership styles (i.e. transformational and transactional) and relational behavior. POs’ role orientations (i.e. normative and economic) are considered as potential mediators.

Design/methodology/approach

Data were collected from 175 managers deeply involved in MCPs. Hierarchical regression model and bootstrapping methods were performed on the data to examine the direct effects of owners’ leadership on POs’ relational behavior and the mediating effects of POs’ role orientations.

Findings

The results revealed that both owners’ transformational and transactional leadership positively affect POs’ relational behavior, despite the former being higher than the latter, and indirectly influence relational behavior via POs’ normative and economic role orientation, respectively.

Practical implications

This study provides a clear picture of how owners’ leadership can motivate POs’ relational behavior to achieve high-quality inter-organizational relationships in MCPs. The findings can guide owners’ top manager selection by prioritizing those with transformational leadership, which is beneficial to achieving high-level relational behavior of POs. The results also imply that owners should pay greater attention to cultivating POs’ normative role orientation by encouraging teamwork and open communication to enhance their implementation of relational behavior.

Originality/value

Unlike previous research focusing more on intra-organizational leader–follower relationship within one PO, this study is one of the first to empirically confirm owners’ leadership as a critical antecedent of POs’ relational behavior, thus enhancing the theoretical understanding of inter-organizational relationship management in MCPs. Based on role theory, this study considers a novel organizational psychology mechanism, i.e. POs’ role orientations, as the mediator to unravel how owners’ leadership affects POs’ relational behavior, which was rarely invoked in MCP leadership literature.

Details

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

Keywords

Article
Publication date: 2 April 2021

Hussein Haruna, Asad Abbas, Zamzami Zainuddin, Xiao Hu, Robin R. Mellecker and Samira Hosseini

This paper aims to evaluate the students’ perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were…

Abstract

Purpose

This paper aims to evaluate the students’ perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment outcomes in terms of students’ perceptions of the learning catalysed by gamified systems, particularly in enhancing attitude change coupled with knowledge acquisition.

Design/methodology/approach

This study used a qualitative research design technique to collect the data. A total of 108 first year secondary school students participated in a sexual health literacy course that lasted for a five-week learning period. Using a cluster-sampling technique, three classes were randomly assigned to serious gaming, gamification and teacher-centred instructions. Individual face-to-face interviews were used to assess students’ perceives required satisfaction with three instructions. Data were audio-recorded, and coding analysis was used using NVivo software facilitated qualitative data analysis.

Findings

The results show that serious gaming and gamification instructions trumped the traditional teacher-centred instruction method. While intervention students were all positive about the serious gaming and gamification instructions, non-intervention students were negative about conservative teacher-centered learning whose limited interactivity also undermined learning relative to the two innovative interventions.

Research limitations/implications

As a justification to limit face-to-face classes, this study may be useful during an emergency phenomenon, including the current situation of amid COVID-19. The implementation of serious gaming and gamification as remotely instructional options could be among the measures to protect educational communities through reducing close-proximity, and eventually, control contamination and the spread of viruses.

Originality/value

The application of serious gaming and game elements should not be conceptualised as universal but context-specific. This study shows that particularism is essential to optimise the results in terms of coming up with a specific design based on the scope of evaluation for positive results and develop an intervention that will work, especially in the resource-poor context of the developing world.

Details

Information and Learning Sciences, vol. 122 no. 5/6
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 8 May 2009

Zhimin Zhou

The purpose of this paper is to explore key factors driving four types of brand relationships, which will explain the reasons why different relationships can form in theory and…

Abstract

Purpose

The purpose of this paper is to explore key factors driving four types of brand relationships, which will explain the reasons why different relationships can form in theory and direct brand managers to build brand relationships in practice.

Design/methodology/approach

A sample of 702 data was collected through four branch scales. The empirical methods of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) were used in turn to extract the key factors driving every kind of brand relationships.

Findings

The conclusion is that the established instrument relationships are driven by three factors which are: sociogroup pressure, condition restriction and saving the existing; the established emotion relationships are driven by four factors which are company reputation, approval of geography, approval of authority and word of mouth; the acquired instrument relationships are driven by three factors which are low price, brand homogeneity and attempt on new products: and the acquired emotion relationships are driven by six factors which are brand meaning, the staffs' service, marketing promotion, product design, product value and brand element.

Research limitations/implications

There were three limitations in this research. First, the limitation of the sample structure decided this research as an exploratory one. Second, this research only adopted a static perspective although a relationship is a dynamic concept. Third, a few items were not drawn up appropriately so that the fitness of a few models was not perfect.

Originality/value

The formation mechanisms of different brand relationships have not been entirely explored in the former literatures. Based on a new sortation theory of four brand relationships in China, this research exploratorily put forward the completed key factors driving every kind of relationships.

Details

Journal of Chinese Entrepreneurship, vol. 1 no. 2
Type: Research Article
ISSN: 1756-1396

Keywords

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