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An authoritative and truly global exploration of current research in digital libraries. Internationally-renowned academics discuss what has been achieved with digital libraries and what we can expect in the future through the prism of research. The increasing number of digital libraries in all sectors and the pressure of ever demanding and diverse user needs has encouraged development of user-centred interfaces, intelligent search and retrieval capabilities, effective metadata description and contents organization. In addition to the two editors who are renowned for their works in digital library research, this collection brings together established international names in the field to analyse these developments in relation to users and information access and the future trends and challenges that practitioners will face. Readership: LIS students, academics and researchers interested in digital libraries and access and those developing, managing or just starting out with digital libraries
Welcome to ECDL 2003 and to these conference proceedings, featuring all the papers presented at the 7th European Conference on Research and Advanced Technology for Digital Libraries. Following Pisa (1997), Heraklion (1998), Paris (1999), Lisbon (2000), Da- stadt (2001) and Rome (2002), ECDL 2003 in Trondheim reaches some of the northernmost shores of the continent. Being the seventh in an annual series of conferences represents, for better and for worse, a considerable tradition in the fast changing world of digit- library-related research and development. It is still a di?cult and slow job to change traditional forms and formats of communication at – and related to – scienti?c conferenc...
We are delighted to present the ECDL 2004 Conference proceedings from the 8th European Conference on Research and Advanced Technology for Digital - braries at the University of Bath, Bath, UK. This followed an impressive and geographicallydispersedseriesof locationsfor previousevents: Pisa(1997),H- aklion(1998),Paris(1999),Lisbon (2000),Darmstadt(2001),Rome (2002),and Trondheim (2003). The conference re?ected the rapidly evolving landscape of digital libraries, both in technology developments and in the focus of approaches to implem- tation. An emphasis on the requirements of the individual user and of diverse and distributed user communities was apparent. In addition, the conference p- gram...
This book constitutes the refereed proceedings of the 4th International Conference on Online Communities and Social Computing, OCSC 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011 with 10 other thematically similar conferences. The 77 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of online communities and social computing, addressing the following major topics: on-line communities and intelligent agents in education and research; blogs, Wikis and Twitters; social computing in business and the enterprise; social computing in everyday life; information management in social computing.
The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The posters presented in these three volumes are organized in topical sections as follows: Part I: HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; security and privacy issues in HCI; AI and machine learning in HCI. Part III: interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.
The Three-volume set LNCS 14596, 14596 and 14598 constitutes the proceedings of the 19th International Conference on Wisdom, Well-Being, Win-Win, iConference 2024, which was hosted virtually by University of Tsukuba, Japan and in presence by Jilin University, Changchun, China, during April 15–26, 2024. The 36 full papers and 55 short papers are presented in these proceedings were carefully reviewed and selected from 218 submissions. The papers are organized in the following topical sections: Volume I: Archives and Information Sustainability; Behavioural Research; AI and Machine Learning; Information Science and Data Science; Information and Digital Literacy. Volume II: Digital Humanities; Intellectual Property Issues; Social Media and Digital Networks; Disinformation and Misinformation; Libraries, Bibliometrics and Metadata. Volume III: Knowledge Management; Information Science Education; Information Governance and Ethics; Health Informatics; Human-AI Collaboration; Information Retrieval; Community Informatics; Scholarly, Communication and Open Access. .
This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.
In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.
This book constitutes the refereed proceedings of the 6th International Conference on Asian Digital Libraries, ICADL 2003, held in Kuala Lumpur, Malaysia in December 2003. The 68 revised full papers presented together with 15 poster abstracts and 3 invited papers were carefully reviewed from numerous submissions. The papers are organized in topical sections on information retrieval techniques, multimedia digital libraries, data mining and digital libraries, machine architecture and organization, human resources and training, human-computer interaction, digital library infrastructure, building and using digital libraries, knowledge management, intellectual property rights and copyright, e-learning and mobile learning, data storage and retrieval, digital library services, content development, information retrieval and Asian languages, and metadata.
The International Conference on Asian Digital Libraries (ICADL) is an annual international forum for participants to exchange research results, innovative ideas, and state-of-the-art developments in digital libraries. Built upon the successes of the first four ICADL conferences, the 5th ICADL Conference in Singapore was aimed at further strengthening the position of ICADL as a premier digital library conference that draws high quality papers and presentations from all around the world, while meeting the needs and interests of digital library communities in the Asia-Pacific region. The theme of the conference, “Digital Libraries: People, Knowledge & Technology,” reflects the shared belief...