Search (4 results, page 1 of 1)

  • × author_ss:"Cho, H."
  1. 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) 0.01
    0.012950047 = product of:
      0.07770028 = sum of:
        0.07770028 = weight(_text_:english in 4535) [ClassicSimilarity], result of:
          0.07770028 = score(doc=4535,freq=2.0), product of:
            0.21787451 = queryWeight, product of:
              5.3797226 = idf(docFreq=553, maxDocs=44218)
              0.04049921 = queryNorm
            0.3566286 = fieldWeight in 4535, product of:
              1.4142135 = tf(freq=2.0), with freq of:
                2.0 = termFreq=2.0
              5.3797226 = idf(docFreq=553, maxDocs=44218)
              0.046875 = fieldNorm(doc=4535)
      0.16666667 = coord(1/6)
    
    Abstract
    Anime, as a growing form of multimedia, needs a better and more thorough organization for its myriad unique terminologies. Existing studies show patrons' desire to search and get recommendations for anime. However, due to inadequate indexing and often confusing or inaccurate usage of terms, searching and acquiring recommendations remain challenging. Our research seeks to close the gap and make discovery and recommendations more viable. In this study, we conducted a facet analysis of anime genre terms that are currently used in thirty-six anime-related English-language databases and websites. Using a card sorting method with an inductive approach to the 1,597 terms collected, we identified and defined nine facets and 153 foci terms that describe different genres of anime. Identified terms can be implemented within different organizational systems including library catalogs, recommendation systems, and online databases to improve genre definitions and search experiences.
  2. 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) 0.01
    0.012950047 = product of:
      0.07770028 = sum of:
        0.07770028 = weight(_text_:english in 5730) [ClassicSimilarity], result of:
          0.07770028 = score(doc=5730,freq=2.0), product of:
            0.21787451 = queryWeight, product of:
              5.3797226 = idf(docFreq=553, maxDocs=44218)
              0.04049921 = queryNorm
            0.3566286 = fieldWeight in 5730, product of:
              1.4142135 = tf(freq=2.0), with freq of:
                2.0 = termFreq=2.0
              5.3797226 = idf(docFreq=553, maxDocs=44218)
              0.046875 = fieldNorm(doc=5730)
      0.16666667 = coord(1/6)
    
    Abstract
    Anime, as a growing form of multimedia, needs a better and more thorough organization for its myriad unique terminologies. Existing studies show patrons' desire to search and get recommendations for anime. However, due to inadequate indexing and often confusing or inaccurate usage of terms, searching and acquiring recommendations remain challenging. Our research seeks to close the gap and make discovery and recommendations more viable. In this study, we conducted a facet analysis of anime genre terms that are currently used in thirty-six anime-related English-language databases and websites. Using a card sorting method with an inductive approach to the 1,597 terms collected, we identified and defined nine facets and 153 foci terms that describe different genres of anime. Identified terms can be implemented within different organizational systems including library catalogs, recommendation systems, and online databases to improve genre definitions and search experiences.
  3. Cho, H.; Chen, M.-H.; Chung, S.: Testing an integrative theoretical model of knowledge-sharing behavior in the context of Wikipedia (2010) 0.00
    0.002743542 = product of:
      0.016461251 = sum of:
        0.016461251 = product of:
          0.032922503 = sum of:
            0.032922503 = weight(_text_:22 in 3460) [ClassicSimilarity], result of:
              0.032922503 = score(doc=3460,freq=2.0), product of:
                0.14182134 = queryWeight, product of:
                  3.5018296 = idf(docFreq=3622, maxDocs=44218)
                  0.04049921 = queryNorm
                0.23214069 = fieldWeight in 3460, product of:
                  1.4142135 = tf(freq=2.0), with freq of:
                    2.0 = termFreq=2.0
                  3.5018296 = idf(docFreq=3622, maxDocs=44218)
                  0.046875 = fieldNorm(doc=3460)
          0.5 = coord(1/2)
      0.16666667 = coord(1/6)
    
    Date
    1. 6.2010 10:13:22
  4. Cho, H.; Donovan, A.; Lee, J.H.: Art in an algorithm : a taxonomy for describing video game visual styles (2018) 0.00
    0.0022862852 = product of:
      0.013717711 = sum of:
        0.013717711 = product of:
          0.027435422 = sum of:
            0.027435422 = weight(_text_:22 in 4218) [ClassicSimilarity], result of:
              0.027435422 = score(doc=4218,freq=2.0), product of:
                0.14182134 = queryWeight, product of:
                  3.5018296 = idf(docFreq=3622, maxDocs=44218)
                  0.04049921 = queryNorm
                0.19345059 = fieldWeight in 4218, product of:
                  1.4142135 = tf(freq=2.0), with freq of:
                    2.0 = termFreq=2.0
                  3.5018296 = idf(docFreq=3622, maxDocs=44218)
                  0.0390625 = fieldNorm(doc=4218)
          0.5 = coord(1/2)
      0.16666667 = coord(1/6)
    
    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.