Search (18 results, page 1 of 1)

  • × author_ss:"Lee, J.H."
  • × type_ss:"a"
  1. Lee, J.H.: Combining the evidence of different relevance feedback methods for information retrieval (1998) 0.01
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    Source
    Information processing and management. 34(1998) no.6, S.681-691
  2. Park, M.S.; Park, J.H.; Kim, H.; Lee, J.H.; Park, H.: Measuring the impacts of quantity and trustworthiness of information on COVID-19 vaccination intent (2023) 0.01
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    Abstract
    The COVID-19 crisis provided an opportunity for information professionals to rethink the role of information in individuals' decision making such as vaccine uptake. Unlike previous studies, which often considered information as a single factor among others, this study examined the impact of the quantity and trustworthiness of information on people's adoption of information for vaccination decisions based on the information adoption model. We analyzed COVID-19 Preventive Behavior Survey data collected by the Massachusetts Institute of Technology from Facebook users (N = 82,213) in 15 countries between October 2020 and March 2021. The results of logistic regression analyses indicate that reasonable quantity and trustworthiness of information were positively related to COVID-19 vaccination intent. But excessive and less than the desired amount of information was more likely to have negative impacts on vaccination intent. The degrees of trust in the mediums and in the sources were associated with the level of vaccine acceptance. But the effects of trustworthiness accorded to information sources showed variations across sources and mediums. Implications for information professionals and suggestions for policies are discussed.
    Source
    Journal of the Association for Information Science and Technology. 74(2023) no.7, S.846-865
  3. Lee, J.H.; Cho, H.; Kim, Y.-S.: Users' music information needs and behaviors : design implications for music information retrieval systems (2016) 0.00
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    Abstract
    User studies in the music information retrieval (MIR) domain tend to be exploratory and qualitative in nature, involving a small number of users, which makes it difficult to derive broader implications for system design. In order to fill this gap, we conducted a large-scale user survey questioning various aspects of people's music information needs and behaviors. In particular, we investigated if general music users' needs and behaviors have significantly changed over time by comparing our current survey results with a similar survey conducted in 2004. In this paper, we present the key findings from the survey data and discuss 4 emergent themes-(a) the shift in access and use of personal music collections; (b) the growing need for tools to support collaborative music seeking, listening, and sharing; (c) the importance of "visual" music experiences; and (d) the need for ontologies for providing rich contextual information. We conclude by making specific recommendations for improving the design of MIR systems and services.
    Source
    Journal of the Association for Information Science and Technology. 67(2016) no.6, S.1301-1330
  4. Lee, J.H.: Analysis of user needs and information features in natural language queries seeking music information (2010) 0.00
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    Abstract
    Our limited understanding of real-life queries is an obstacle in developing music information retrieval (MIR) systems that meet the needs of real users. This study aimed, by an empirical investigation of real-life queries, to contribute to developing a theorized understanding of how users seek music information. This is crucial for informing the design of future MIR systems, especially the selection of potential access points, as well as establishing a set of test queries that reflect real-life music information-seeking behavior. Natural language music queries were collected from an online reference Website and coded using content analysis. A taxonomy of user needs expressed and information features used in queries were established by an iterative coding process. This study found that most of the queries analyzed were known-item searches, and most contained a wide variety of kinds of information, although a few features were used much more heavily than the others. In addition to advancing our understanding of real-life user queries by establishing an improved taxonomy of needs and features, three recommendations were made for improving the evaluation of MIR systems: (i) incorporating user context in test queries, (ii) employing terms familiar to users in evaluation tasks, and (iii) combining multiple task results.
    Source
    Journal of the American Society for Information Science and Technology. 61(2010) no.5, S.1025-1045
  5. Hu, X.; Lee, J.H.; Bainbridge, D.; Choi, K.; Organisciak, P.; Downie, J.S.: ¬The MIREX grand challenge : a framework of holistic user-experience evaluation in music information retrieval (2017) 0.00
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    Abstract
    Music Information Retrieval (MIR) evaluation has traditionally focused on system-centered approaches where components of MIR systems are evaluated against predefined data sets and golden answers (i.e., ground truth). There are two major limitations of such system-centered evaluation approaches: (a) The evaluation focuses on subtasks in music information retrieval, but not on entire systems and (b) users and their interactions with MIR systems are largely excluded. This article describes the first implementation of a holistic user-experience evaluation in MIR, the MIREX Grand Challenge, where complete MIR systems are evaluated, with user experience being the single overarching goal. It is the first time that complete MIR systems have been evaluated with end users in a realistic scenario. We present the design of the evaluation task, the evaluation criteria and a novel evaluation interface, and the data-collection platform. This is followed by an analysis of the results, reflection on the experience and lessons learned, and plans for future directions.
    Source
    Journal of the Association for Information Science and Technology. 68(2017) no.1, S.97-112
  6. Lee, J.H.; Kim, M.H.: Ranking documents in thesaurus-based Boolean retrieval systems (1994) 0.00
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    Abstract
    Investigates document ranking methods in thesaurus-based Boolean retrieval systems and proposes a new thesaurus-based ranking algorithm, the Extended Relevance (E-Relevance) algorithm. The E-Relevance algorithm integrates the extended Boolean model and the thesaurus-based relevance algorithm. Since the E-Relevance algorithm has all the desirable properties of previous thesauri-based ranking algorithms. It also ranks documents effectively by uisng terms dependence information from the thesaurus. Through performance comparison shows that the proposed algorithm achieved higher retrieval effectiveness than the others proposed earlier
    Source
    Information processing and management. 30(1994) no.1, S.79-91
  7. Lee, J.H.; Wishkoski, R.; Aase, L.; Meas, P.; Hubbles, C.: Understanding users of cloud music services : selection factors, management and access behavior, and perceptions (2017) 0.00
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    Abstract
    Recent, rapid changes in technology have resulted in a proliferation of choices for music storage and access. Portable, web-enabled music devices are widespread, and listeners now enjoy a plethora of options regarding formats, devices, and access methods. Yet in this mobile music environment, listeners' access and management strategies for music collections are poorly understood, because behaviors surrounding the organization and retrieval of music collections have received little formal study. Our current research seeks to enrich our knowledge of people's music listening and collecting behavior through a series of systematic user studies. In this paper we present our findings from interviews involving 20 adult and 20 teen users of commercial cloud music services. Our results contribute to theoretical understandings of users' music information behavior in a time of upheaval in music usage patterns, and more generally, the purposes and meanings users ascribe to personal media collections in cloud-based systems. The findings suggest improvements to the future design of cloud-based music services, as well as to any information systems and services designed for personal media collections, benefiting both commercial entities and listeners.
    Source
    Journal of the Association for Information Science and Technology. 68(2017) no.5, S.1186-1200
    Theme
    Information Gateway
  8. Branch, F.; Arias, T.; Kennah, J.; Phillips, R.; Windleharth, T.; Lee, J.H.: Representing transmedia fictional worlds through ontology (2017) 0.00
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    Abstract
    Currently, there is no structured data standard for representing elements commonly found in transmedia fictional worlds. Although there are websites dedicated to individual universes, the information found on these sites separate out the various formats, concentrate on only the bibliographic aspects of the material, and are only searchable with full text. We have created an ontological model that will allow various user groups interested in transmedia to search for and retrieve the information contained in these worlds based upon their structure. We conducted a domain analysis and user studies based on the contents of Harry Potter, Lord of the Rings, the Marvel Universe, and Star Wars in order to build a new model using Ontology Web Language (OWL) and an artificial intelligence-reasoning engine. This model can infer connections between transmedia properties such as characters, elements of power, items, places, events, and so on. This model will facilitate better search and retrieval of the information contained within these vast story universes for all users interested in them. The result of this project is an OWL ontology reflecting real user needs based upon user research, which is intuitive for users and can be used by artificial intelligence systems.
    Source
    Journal of the Association for Information Science and Technology. 68(2017) no.12, S.2771-2782
  9. Lee, J.H.; Kim, M.H.; Lee, Y.J.: Information retrieval based on conceptual distance in is-a hierarchies (1993) 0.00
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    Abstract
    There have been several document ranking methods to calculate the conceptual distance or closeness between a Boolean query and a document. Though they provide good retrieval effectiveness in many cases, they do not support effective weighting schemes for queries and documents and also have several problems resulting from inappropriate evaluation of Boolean operators. We propose a new method called Knowledge-Based Extended Boolean Model (KB-EBM) in which Salton's extended Boolean model is incorporated. KB-EBM evaluates weighted queries and documents effectively, and avoids the problems of the previous methods. KB-EBM provides high quality document rankings by using term dependence information from is-a hierarchies. The performance experiments show that the proposed method closely simulates human behaviour
  10. Lee, J.H.; Clarke, R.I.; Perti, A.: Empirical evaluation of metadata for video games and interactive media (2015) 0.00
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    Abstract
    Despite increasing interest in and acknowledgment of the significance of video games, current descriptive practices are not sufficiently robust to support searching, browsing, and other access behaviors from diverse user groups. To address this issue, the Game Metadata Research Group at the University of Washington Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standardized metadata schema. This metadata schema was empirically evaluated using multiple approaches-collaborative review, schema testing, semi-structured user interview, and a large-scale survey. Reviewing and testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determining the level of granularity for data description, and describing digitally distributed games. The findings from user studies suggest that users value various subject and visual metadata, information about how games are related to each other, and data regarding game expansions/alterations such as additional content and networked features. The metadata schema was extensively revised based on the evaluation results, and we present the new element definitions from the revised schema in this article. This work will serve as a platform and catalyst for advances in the design and use of video game metadata.
    Source
    Journal of the Association for Information Science and Technology. 66(2015) no.12, S.2609-2625
  11. Lee, J.H.; Price, R.: User experience with commercial music services : an empirical exploration (2016) 0.00
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    Abstract
    The music information retrieval (MIR) community has long understood the role of evaluation as a critical component for successful information retrieval systems. Over the past several years, it has also become evident that user-centered evaluation based on realistic tasks is essential for creating systems that are commercially marketable. Although user-oriented research has been increasing, the MIR field is still lacking in holistic, user-centered approaches to evaluating music services beyond measuring the performance of search or classification algorithms. In light of this need, we conducted a user study exploring how users evaluate their overall experience with existing popular commercial music services, asking about their interactions with the system as well as situational and personal characteristics. In this paper, we present a qualitative heuristic evaluation of commercial music services based on Jakob Nielsen's 10 usability heuristics for user interface design, and also discuss 8 additional criteria that may be used for the holistic evaluation of user experience in MIR systems. Finally, we recommend areas of future user research raised by trends and patterns that surfaced from this user study.
    Source
    Journal of the Association for Information Science and Technology. 67(2016) no.4, S.800-811
  12. Welhouse, Z.; Lee, J.H.; Bancroft, J.: "What am I fighting for?" : creating a controlled vocabulary for video game plot metadata (2015) 0.00
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    Abstract
    A video game's plot is one of its defining features, and prior research confirms the importance of plot metadata to users through persona analysis, interviews, and surveys. However, existing organizational systems, including library catalogs, game-related websites, and traditional plot classification systems, do not adequately describe the plot information of video games, in other words, what the game is really about. We attempt to address the issue by creating a controlled vocabulary based on a domain analysis involving a review of relevant literature and existing data structures. The controlled vocabulary is constructed in a pair structure for maximizing flexibility and extensibility. Adopting this controlled vocabulary for describing plot information of games will allow for useful search and collocation of video games.
  13. Cho, H.; Donovan, A.; Lee, J.H.: Art in an algorithm : a taxonomy for describing video game visual styles (2018) 0.00
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    Abstract
    The discovery and retrieval of video games in library and information systems is, by and large, dependent on a limited set of descriptive metadata. Noticeably missing from this metadata are classifications of visual style-despite the overwhelmingly visual nature of most video games and the interest in visual style among video game users. One explanation for this paucity is the difficulty in eliciting consistent judgements about visual style, likely due to subjective interpretations of terminology and a lack of demonstrable testing for coinciding judgements. This study presents a taxonomy of video game visual styles constructed from the findings of a 22-participant cataloging user study of visual styles. A detailed description of the study, and its value and shortcomings, are presented along with reflections about the challenges of cultivating consensus about visual style in video games. The high degree of overall agreement in the user study demonstrates the potential value of a descriptor like visual style and the use of a cataloging study in developing visual style taxonomies. The resulting visual style taxonomy, the methods and analysis described herein may help improve the organization and retrieval of video games and possibly other visual materials like graphic designs, illustrations, and animations.
    Source
    Journal of the Association for Information Science and Technology. 69(2018) no.5, S.633-646
  14. Cho, H.; Disher, T.; Lee, W.-C.; Keating, S.A.; Lee, J.H.: Facet analysis of anime genres : the challenges of defining genre information for popular cultural objects (2018) 0.00
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  15. Cho, H.; Disher, T.; Lee, W.-C.; Keating, S.A.; Lee, J.H.: Facet analysis of anime genres : the challenges of defining genre information for popular cultural objects (2020) 0.00
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  16. Kwon, O.W.; Lee, J.H.: Text categorization based on k-nearest neighbor approach for web site classification (2003) 0.00
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    Source
    Information processing and management. 39(2003) no.1, S.25-44
  17. 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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    Source
    Journal of the Association for Information Science and Technology. 67(2016) no.3, S.505-517
  18. Yip, J.C.; Lee, K.J.; Lee, J.H.: Design partnerships for participatory librarianship : a conceptual model for understanding librarians co designing with digital youth (2020) 0.00
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    Source
    Journal of the Association for Information Science and Technology. 71(2020) no.10, S.1242-1256