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  • × author_ss:"Lee, J.H."
  1. 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) 0.02
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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
  2. Jett, J.; Sacchi, S.; Lee, J.H.; Clarke, R.I.: ¬A conceptual model for video games and interactive media (2016) 0.01
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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.
  3. 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.
  4. 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) 0.01
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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.
  5. Lee, J.H.; Kim, M.H.; Lee, Y.J.: Information retrieval based on conceptual distance in is-a hierarchies (1993) 0.01
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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
  6. Lee, J.H.; Kim, M.H.: Ranking documents in thesaurus-based Boolean retrieval systems (1994) 0.01
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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
  7. 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
  8. 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.