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  • × author_ss:"Lee, J.H."
  1. Lee, J.H.; Price, R.: User experience with commercial music services : an empirical exploration (2016) 0.04
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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.
    Date
    17. 3.2016 19:22:15
  2. Cho, H.; Donovan, A.; Lee, J.H.: Art in an algorithm : a taxonomy for describing video game visual styles (2018) 0.03
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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.
  3. 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) 0.02
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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.
  4. Lee, J.H.; Kim, M.H.: Ranking documents in thesaurus-based Boolean retrieval systems (1994) 0.02
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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
  5. Lee, J.H.: Analysis of user needs and information features in natural language queries seeking music information (2010) 0.01
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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.
  6. Welhouse, Z.; Lee, J.H.; Bancroft, J.: "What am I fighting for?" : creating a controlled vocabulary for video game plot metadata (2015) 0.01
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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.
  7. 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.
  8. 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.
  9. 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.
  10. 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) 0.01
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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.
  11. 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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    Date
    22. 6.2023 18:20:47
  12. Branch, F.; Arias, T.; Kennah, J.; Phillips, R.; Windleharth, T.; Lee, J.H.: Representing transmedia fictional worlds through ontology (2017) 0.01
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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.