Your conditions: 朱学芳
  • Research on Information Encountering Process of Mobile Internet Under Sencing-making Perspective

    Subjects: Library Science,Information Science >> Library Science submitted time 2023-08-27 Cooperative journals: 《图书情报工作》

    Abstract: [Purpose/significance] This paper aims to further improve the theoretical research. The research results will provide the theoretical foundation and idea about developing users'information encountering ability as well as optimize service content and improving service pattern for relative service providers.[Method/process] Firstly, 30 key information encountering events of mobile Internet were collected by using semi-structural interview. Furthermore, Nvivo11 was introduced to conduct coding analysis based on Grounded Theory. After conceptualization and categorization for the relationships among free nodes, 13 tree nodes and 7 core tree nodes about information encountering process were determined.[Result/conclusion] The whole information encountering process of mobile Internet can be divided into three stages:before, in and after information encountering, which contains 7 steps, i.e., attention, start, trace, obtain, utilize, return and end. These three stages go through cognitive division, cover division and span division respectively, and then complete the sense-making of encountered information.

  • Study of Network Information Encountering Influence Factors for Undergraduate Group Based on Support Vector Machine

    Subjects: Library Science,Information Science >> Library Science submitted time 2023-08-26 Cooperative journals: 《图书情报工作》

    Abstract: [Purpose/significance] In the current Web 2.0 network environment, information encountering is one important method to get information for the undergraduate group. This study is of important significance of improving the ability of information encountering and information literacy for university students.[Method/process] Aiming at university students, this paper studies the sensitive influence factors of information encountering in the environment of network. Specifically speaking, this paper uses information gain to analyze the correlation between each influence factor and information encountering frequency, and then builds the model of sensitive influence factor. Furthermore, support vector machine(SVM) is introduced to establish the prediction model for information encountering frequency.[Result/conclusion] There exists 10 most sensitive influence factors for information encountering which are located in four dimensions including information user, encountering information, network environment and situation factors. The predicted classification accuracy can reach 82.96%, which demonstrates SVM works well to predict information encountering frequency.

  • Construction and Usage of Haptic Interaction Services for Blind Reading

    Subjects: Library Science,Information Science >> Library Science submitted time 2023-07-26 Cooperative journals: 《图书情报工作》

    Abstract: [Purpose/significance] In the promotion process of the civil reading, it is of great social significance to meet the reading needs of visually impaired people and ensure their reading rights. With the advent of the Internet era, people's reading habits and interests begin to expand from traditional texts to diversified forms, such as words, images and graphics.[Method/process] In this paper, the related problems of blind reading are discussed and a novel tactile interaction framework for blind reading is presented. The tactile cognition and perceived characteristics is firstly analyzed and then a set of the key issues about blind reading are elucidated. By introducing a typical force feedback device to build a tactile interaction system, the experiment is comprised of two stages:the effectiveness of tactile reading and the comprehensibility of information resources at different levels.[Result/conclusion] Experimental results showed that the tactile interaction system has excellent performances in immersion, interactivity and feasibility. It is proved that there are differences in the difficulty of tactile reading and comprehensibility of information resources at different levels, and the rational introduction of cognitive training mechanism can effectively improve the operator's perception and recognition ability.

  • Model Construction and Empirical Study on Information Quality Evaluation of Knowledge-based Microblogs from Users’ Perspective

    Subjects: Library Science,Information Science >> Library Science submitted time 2023-04-25

    Abstract: Purpose/Significance The evaluation indicators system and evaluation model of knowledge-based microblog information quality are constructed to provide reference for the improvement of knowledge-based microblog information quality and microblog knowledge services. Method/Process The evaluation index system was established through literature research and questionnaire research. User rating data were collected for empirical analysis, and TOPSIS was used to calculate the comprehensive score of 30 knowledge-based microblogs, and the data was input into RBF neural network for simulation training. Result/Conclusion The test results show that the error between the simulation value and the actual score value of the knowledge-based microblog information quality evaluation model established in this paper is within 6%. The model can accurately fit the user scoring data, and is suitable for the microblog information quality evaluation scenario under the complex multi-dimensional index system, and has certain reference significance for the knowledge-based microblog and other types of microblog information quality evaluation.
     

  • Discussion on Development and Application of Serious Game Projects in Transmitting Digital Intangible Cultural Heritage

    Subjects: Library Science,Information Science >> Information Science submitted time 2023-04-01 Cooperative journals: 《图书情报工作》

    Abstract: [Purpose/significance] This paper aims to analyze the approach which is using serious games to efficiently transmit intangible cultural heritage (ICH). Further, it provides advices on developing and applying serious games projects for cultural institutions like libraries and museums in China. [Method/process] Based on the classification system of ICH which specifically referred to static art, spatial art and dynamic art, 3 serious game projects of different kinds of ICH were selected to conduct the case study, namely the Yong’s China Quest Adventure, the ICURA and the Tsamiko Dance. The cases were thoroughly analyzed in the development stage according to the framework of ICH serious game design as well as the implementation stage. [Result/conclusion] Practical suggestions from aspects of resources, technology, people, platform and theory are proposed for the related ICH education and transmitting projects of cultural institutions like libraries and museums in China based on the experience and thoughts drawn from the cases, which are expected to provide feasible solutions for inheriting Chinese ICH in digital means.