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  • × author_ss:"Lee, J.H."
  1. 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) 0.02
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    Abstract
    Libraries play a central role for youth and digital learning. As libraries transition to learning spaces, youth librarians can engage in aspects of democratic design that empowers youth. Participatory design (PD) is a user-centered design method that can support librarians in the democratic development of digital learning spaces. However, while PD has been used in libraries, we have little knowledge of how youth librarians can act as codesign partners. We need a conceptual model to understand the role of youth librarians in codesign, and how their experiences are integrated into youth design partnerships. To generate this model, we examine a case study of the evolutionary process of a single librarian and the development of a library system's learning activities through PD. Using the idea of equal design partnerships, we analyzed video recordings and stakeholder interviews on how children (ages 7-11) worked together with a librarian to develop new digital learning activities. Our discussion focuses on the development of a participatory librarian design conceptual model that situates librarians as design partners with youth. The article concludes with recommendations for integrating PD methods into libraries to create digital learning spaces and suggestions for moving forward with this design perspective.
  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.
    Date
    22. 6.2023 18:20:47
  3. Lee, J.H.; Cho, H.; Kim, Y.-S.: Users' music information needs and behaviors : design implications for music information retrieval systems (2016) 0.01
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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.
  4. 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
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    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.
  5. 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
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    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.
  6. 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.
  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.
  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.
  9. 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.
  10. Lee, J.H.; Price, R.: User experience with commercial music services : an empirical exploration (2016) 0.00
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    Date
    17. 3.2016 19:22:15
  11. 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.