Search (2 results, page 1 of 1)

  • × author_ss:"Jett, J."
  • × theme_ss:"Formalerschließung"
  • × year_i:[2010 TO 2020}
  1. Jett, J.; Humpal, N.; Charles, V.; Lee, J.-H.: What is a series, really? (2017) 0.00
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    Abstract
    As library user needs become increasingly nuanced and technical, the lack of adequate metadata to meet user needs is creating a broadening gulf between library catalog functionality and library user expectations. One of the areas where the dearth of metadata is forming barriers is the idea of "series." While traditional bibliographic definitions of "series" have been adequate to meet user needs in the past, their inability to fully encompass more complex media types beyond simple text is forming barriers against the accessibility of non-traditional formats such as video games, artistic works, datasets, and similar information resources. This article explores the concept of "series" both as it is employed in bibliographic cataloging settings and encompasses actual works. The authors review the term's usage and general meaning across a large variety of media types beyond traditional journals and monographs. Examples are developed as counter-examples to the adequacy of the traditional bibliographic view of series. The authors conclude that the library and information science community as a whole needs to engage in a broader discussion of series cataloging practices and suggest alternate accounts of series that view them as aggregations (like collections) or as containers for intellectual content.
    Type
    a
  2. Jett, J.; Sacchi, S.; Lee, J.H.; Clarke, R.I.: ¬A conceptual model for video games and interactive media (2016) 0.00
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    Abstract
    In this article, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a foundation for developing a union catalog for various libraries and museums. In the process of developing the model, we encountered many challenges, including conceptual overlap with and divergence from FRBR, entity scoping, complex relationships among entities, and the question of how to model additional content for game expansion. Future work will focus on making this model interoperable with existing ontologies as well as further understanding and description of content and relationships.
    Type
    a