• Title/Summary/Keyword: library use experience

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Usability Testing of Open Source Software for Digital Archiving (디지털 아카이브 구축을 위한 공개 소프트웨어 사용성 평가)

  • Jeon, Kyungsun;Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.247-271
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    • 2018
  • This research aims to explore the possibility of open source software for creating digital archives of small organizations or ordinary people that run short of budget and professional workforce and may easily create digital archives without the help of a professional. To do so, this study suggested three open source software, AtoM, ArchivesSpace, and Omeka, for such use, and conducted usability tests with system designers and users who had no experience with open source software. The results of the usability testing was that AtoM, which was developed to support the records management system and user services of small organizations, proved satisfactory to both system designers and users. ArchivesSpace had too many required fields with it to create archives. Omeka greatly satisfied the system designers because it is possible to create archives with simple inputs on the item level. However, Omeka, which focuses on exhibition functions while neglecting search functions, registered low satisfaction among the users. Based on the results of the usability testing, this study suggested selection criteria of open source software for small organizations or ordinary individuals, namely, purposes, license, characteristics, service creation environment, advantages and disadvantages, functions, metadata, file type, and interoperability.

Awareness Survey for Building MZ Generation-Friendly Information Portal: Focusing on ScienceON (MZ세대 친화적 정보 포털 구축을 위한 인식조사 - ScienceON을 중심으로 -)

  • Noh, Younghee;Wang, Dongho
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.123-138
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    • 2022
  • In order to improve ScienceON as a customized portal for MZ generation, this study investigated the characteristics of MZ generation's use of information portals and the demand for ScienceON to derive ways to improve ScienceON. To this end, a survey was conducted on Generation MZ who had experience using ScienceON, and the direction of improvement of ScienceON was derived. The ScienceON improvement plan proposed in this study is as follows. First, it is necessary to derive a plan to be familiar with the MZ generation for the MZ generation seeking familiarity and convenience. Second, it is necessary to improve the portal, such as arranging intuitive menus and providing convenient information, and various ways such as improving design and UI and reorganizing functions provided by ScienceON are needed. Third, it is necessary to promote the spread of Science ON by providing content through various platforms such as SNS and YouTube. In the future, as interest in the MZ generation continues to increase, analysis studies on the characteristics and demand of the MZ generation are expected to increase. Therefore, this study can be used as basic data for research on MZ generation, and it is expected that it can be used as a reference for the demand for information search and services of MZ generation.

A Study on Usability Evaluation of AR-based Online Archives Exhibition Platform: Focusing on June Democratic Struggle History Exhibition Case (AR기반 온라인 기록전시 플랫폼의 사용성 평가에 관한 연구 - 6월 민주 항쟁 역사 기획전 사례를 중심으로 -)

  • Jung, Chul;Lee, Soosang
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.125-148
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    • 2022
  • This study shows the process of designing and directly developing an online archives exhibition platform using AR (AR online archives exhibition platform) as a method for effectively providing online archives exhibition. Furthermore, the usability of the platform developed for actual users was evaluated. Related literature analysis was conducted to derive the functional requirements of the online archives exhibition platform to be guaranteed by the archives exhibition platform. Based on the derived functional requirements, six development strategies were established for the development of an AR online archives exhibition platform. The specific development of the platform was carried out using the Unity Engine and was based on the development strategy. After that, using the developed platform, 'June Democratic Struggle History Exhibition' was planned based on the collection of the Busan Democratic Park. Based on this, this study attempted to specifically evaluate the possibility of applying the actual exhibition service of the platform. Based on this, this study specifically evaluated the possibility of applying the actual exhibition service of the platform, and the usability of the AR online archives exhibition platform based on user experience (UX) was evaluated through platform demonstration for 35 actual users. According to the evaluation results, there were requirements for supplementation due to the use of advanced technology, but the main opinion was that it will be very positive at this time when untact services are being activated due to the Corona Pandemic.

Effectiveness of Education Interventions for the Management of Cancer Pain: A Systematic Review

  • Lee, Yoon Jae;Hyun, Min Kyung;Jung, Yea Ji;Kang, Min Joo;Keam, Bhumsuk;Go, Su Jin
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.12
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    • pp.4787-4793
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    • 2014
  • Background: Many cancer patients experience poor pain control due to various factors, including misconceptions regarding the use of opioid analgesics. For management of cancer pain, interventions involving education of both patients and physicians have been attempted. Objectives: This review aimed to assess the current evidence of the benefits of education for the management of cancer pain. Methods: We searched the Medline, EMBASE, Cochrane library, and major Korean databases to identify relevant studies. We included most study designs, but excluded case series. The primary outcomes were pain intensity and quality of life (QoL). Two reviewers assessed the risk of bias using the Cochrane's tool for RCT and Risk of Bias Assessment tool for Non-randomized Studies (RoBANS) for non-randomized studies, independently. Results: After extensive searches, 3,324 publications were screened, and 32 studies were selected. The education interventions used in the included studies included a wide variety of education methods, but the most common method was a booklet produced for patients. Regardless of the education method used, the results of the meta-analysis were as follows. The SMDs of the most severe, average, and current pain in the RCTs were significant. The SMD of worst, average, and current pain were -0.34 (-0.55, -0.13), -0.40 (-0.64, -0.15), and -0.79 (-1.35, -0.23). In the non-randomized studies, the effects on average pain were significant, but those on worst and current pain were not. Conclusions: Education intervention reduced the pain of cancer patients. Therefore, patient education could be considered to be an effective method of cancer pain management. However, our data should be interpreted with caution, and studies using standardized protocols are needed to confirm these observations.

Transforming a Buffer Green into an Urban Park as Multi-functional Green Infrastructure - A Case of the Buffer Green of Sinmae Market in Daegu, Korea - (입체적 도시기반시설로서 완충녹지의 공원화 계획 - 대구광역시 신매시장 완충녹지 공원화 계획을 사례로 -)

  • Kim, Miyeun;Min, Byoungwook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.2
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    • pp.101-112
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    • 2021
  • In Korea, efforts have been made continuously to improve the environment of traditional markets concerning the issues of urban regeneration. In particular, many old cities and traditional markets face a lack of parking spaces. As a solution to this, attempts are being made to prepare underground parking spaces by designing urban planning facilities in three-dimensional ways and utilizing the upper part as a more meaningful space. This study is about the master plan to use the upper green area while creating an underground parking lot at 571 Sinmae-dong, Suseong-gu, Daegu. This green area was defined as a space with dual values, 'defensive green space' that needs to be ecologically protected, and 'active cultural space' where walking flows to the market and various events are concentrated. Three specific design strategies to balance these values were presented. First, to prevent indiscriminate occupation and damage by people and maintain a healthy green environment, securing the maximum amount of undivided green space in the site was suggested. Second, a space layout and a topography and planting patterns that can overcome the morphological characteristics of narrow and long-shaped sites enable the experience of abundant green spaces. Third, providing space to strengthen the connections with nearby urban facilities such as Sinmae Market and Gosan Library can also intensively accommodate cultural activities in various cities. This study has academic significance in providing implications for urban regeneration projects with similar contexts in the future.

The Way of Connecting to Tradition through Content (콘텐츠를 통해 전통을 잇는 방식 - 단원미술관 전시사례를 중심으로)

  • Kim, Sangmi
    • Trans-
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    • v.9
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    • pp.17-36
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    • 2020
  • This study is aimed at discussing the possibility of content production, utilization and expansion, focusing on the exhibition case of Danwon Art Museum run by Ansan Cultural Foundation. In 1991, the Ministry of Culture, Sports and Tourism named Ansan as the City of Danwon since it is believed to be the hometown of Danwon Kim Hong-do (1745~?), a painter of the late Joseon Dynasty and a well-known master of genre painting. As a result, Ansan is making various efforts to utilize Danwon Kim Hong-do for its unique resource through internal and external business such as the creation of Danwon Sculpture Park, the operation of Danwon Art Museum, and the planning of Danwon Kim Hong-do Festival. However, the biggest problem with Ansan is that there are not many collections of Kim Hong-do. Ansan has owned a total of six works as of May this year: a deer and a boy, flowers and a bird, A view of clouds on the water, Daegwallyeong, Yeodongbin, A way to Singwangsa. Accordingly, Danwon Contents Center has set up a vision to systematically collect, preserve, and display various visual and artistic materials related to Kim Hong-do, offering high-quality information based on digital data. In other words, it is a complex cultural information agency of One-Source Multi-Use, which combines the functions of libraries, archives and art galleries so that visitors' desire is satisfied. It reflects the contemporary trend of overcoming the limitations of the ancient paintings and satisfying the role and function of the art museum. From the opening of the Danwon Contents Hall, the original work of Kim Hong-do has been interpreted and produced as media contents or recreated as a new form of art by modern artists. Exhibition using technologies such as touch screen and 'deep zoom' helps visitors to heighten their experience of the archives and get inside the world of the genius painter.

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Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.