Search (7 results, page 1 of 1)

  • × author_ss:"Lee, J.H."
  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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) 0.00
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    Date
    22. 6.2023 18:20:47
  6. 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.
  7. 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.