Proposes to design and implement a metadata system for Myongji University (MJU) library collections that allows users to search all library materials using one user interface…
Abstract
Proposes to design and implement a metadata system for Myongji University (MJU) library collections that allows users to search all library materials using one user interface. Briefly introduces two MJU digital library projects, then describes the first project where a KORMARC/encoded archival description (EAD) metadata system that allows users to conduct integrated searches is to be designed, implemented and evaluated. The KORMARC/EAD metadata system consists of two modules: a retrieval module and an input module. While in the retrieve mode, one can retrieve KORMARC records of all library materials such as books and course materials, with links to EAD files for both archival items and course materials or to full‐text image files for precious books. In the input mode, users can input two types of data such as catalog data and inventory data. Finally, evaluates the proposed system via mail questionnaires, and proposes three suggestions to make this system a much more comprehensive and effective system.
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The purpose of this study is to provide suggestions that could be adapted to improve the usability of institutional repository systems, and to establish a usability evaluation…
Abstract
Purpose
The purpose of this study is to provide suggestions that could be adapted to improve the usability of institutional repository systems, and to establish a usability evaluation framework, which could be used for heuristic evaluation or formal usability testing of institutional repositories. The study seeks to establishe a usability evaluation guideline based on a literature review.
Design/methodology/approach
Using the evaluation criteria and 30 subjects, the research team administered two usability experiments, laboratory and remote usability tests, and conducted a focus group interview with four experts. Based on the usability evaluation and focus group interview results, the paper proposes ways to improve system usability by showing selected screenshots of the dCollection interface.
Findings
The study shows that an effective provision of directions on how to register and search for documents, improving visual appearance, and clustering and displaying related materials based on the FRBR model is an important task to improve dCollection's usability.
Originality/value
The study establishes a usability evaluation framework for institutional repositories and evaluates the dCollection with the evaluation criteria.
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Hyun‐Hee Kim and Chang‐Seok Choi
The purpose of this paper is to show how XML is applied to digital library systems. For a better understanding of XML, the major features of XML are reviewed and compared with…
Abstract
The purpose of this paper is to show how XML is applied to digital library systems. For a better understanding of XML, the major features of XML are reviewed and compared with those of HTML. An experimental XML‐based metadata retrieval system, which is designed as a subsystem of the Korean Virtual Library and Information System (VINIS) is demonstrated. The metadata retrieval system consists of two modules: a retrieval module and a browsing module. The retrieval module allows the retrieval of metadata stored in Microsoft Access files and the display of search results in an XML file format, while the browse module permits browsing of metadata in XML/XSL document formats. Finally, some issues for a more efficient application of XML to digital libraries are discussed.
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This paper aims to provide a bibliometric study of journal articles related to institutional repositories in the Social Sciences Citation Index (SSCI) between January 1993 and…
Abstract
Purpose
This paper aims to provide a bibliometric study of journal articles related to institutional repositories in the Social Sciences Citation Index (SSCI) between January 1993 and August 2017. This study will provide researchers with a foundation for further research.
Design/methodology/approach
In this study, articles published were analyzed; titles were searched using the term “institutional repositories.” The data were evaluated in response to four research questions on the following topics: publication trends, prolific authors, core journals and times cited.
Findings
The results indicate that 124 articles on institutional repositories were authored by 223 individuals. These articles were cited 722 times in 37 journals, and the h-index provided by the Web of Science was 14.
Research limitations/implications
This study only investigated articles titled with institutional repositories in the SSCI. Other items were not included.
Practical implications
This study shows that the implementation of institutional repositories has been limited to library and information science. If they can be used broadly in different disciplines, a better outcome can be expected.
Social implications
Based on the findings, the growth of institutional repositories as an academic subject is likely to continue. If such discussions can be conducted in other disciplines, institutional repositories may be able to provide a more promising outcome to academia.
Originality/value
This paper is valuable for researchers who wish to examine the trends of institutional repositories in the SSCI and seek possible areas for further research.
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This study investigates the effect of consumers' brand attitude changes according to the fashion film type. Furthermore, it examines the psychological mechanism by engagement and…
Abstract
Purpose
This study investigates the effect of consumers' brand attitude changes according to the fashion film type. Furthermore, it examines the psychological mechanism by engagement and consumer fantasy proneness. This study is meaningful because it provides a more in-depth understanding of the use of fashion film as a means of consumer-oriented persuasion communication.
Design/methodology/approach
This research uses a 2(fashion film type: narrative vs non-narrative) × 2(consumer fantasy proneness: high vs low) mixed factorial design to test the hypotheses. ANOVA and the PROCESS macro mounted on SPSS was used to test hypotheses.
Findings
The group with high consumer fantasy proneness showed more changes in brand attitude when exposed to non-narrative than narrative fashion films, but the group with low consumer fantasy proneness showed no significant difference in brand attitude change according to the fashion film type. In addition, when consumer fantasy proneness is high, media and brand engagement for non-narrative fashion films increase sequentially, resulting in a greater change in brand attitude, whereas these psychological mechanisms do not work in groups with low consumer fantasy proneness.
Practical implications
Fashion brands should identify their respective target group when producing fashion films and choose differentiated narrative forms. In the case of pursuing a fantastic aesthetic value, the non-narrative type induces more attention and curiosity from consumers than the narrative type, which affects the feeling of a special bond or relevance with the brand.
Originality/value
This study has value in that it demonstrates the rationale for why a fashion brand needs to select a differentiated content structure according to the aesthetic value pursued when making a fashion film in branding work.
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Hyun Hee Park and Jung Ok Jeon
Despite the importance of electronic word-of-mouth (eWOM) in e-commerce transactions on the global market, there is still limited understanding about the effect of eWOM sequence…
Abstract
Purpose
Despite the importance of electronic word-of-mouth (eWOM) in e-commerce transactions on the global market, there is still limited understanding about the effect of eWOM sequence and its psychological mechanism in cross-cultural settings. Therefore, the purpose of this paper is to investigate the differences in brand attitude changes according to the eWOM sequence, as well as cross-culturally, based on thinking styles. Furthermore, the authors examine the moderated mediation effect of perceived cognition congruency across cultures to explain its underlying mechanism.
Design/methodology/approach
The authors use a 2 (eWOM sequence: positive/negative, negative/positive) × 2(culture: East (South Korea), West (USA)) factorial design. Perceived cognition congruency is measured as a within-group variable.
Findings
First, brand attitude changes in the West (USA) for the negative/positive presentation order are significantly larger than for the positive/negative presentation order, while, in the East (South Korea), no significant differences exist. Second, in the Westerner group (analytical thinking style), the perceived cognition congruency shows a significant difference according to the eWOM sequence, whereas in the Easterner group (holistic thinking style), the perceived cognition congruency does not show a significant difference according to the eWOM sequence.
Practical implications
As such, a strategic interpretation of the mixed eWOM presentation order across cultures is needed. In the West, interest and attention are necessary for the eWOM sequence. However, in the East, a different strategic approach, except for the presentation order of mixed eWOM, is required. The other elements of the mixed eWOM, such as attribute type or intensity of negative information, need to be considered for mixed eWOM management.
Originality/value
This study expands the existing body of knowledge on the sequence effect of mixed eWOM. Furthermore, it provides strategic direction and practical implications for mixed eWOM-driven information management, focusing on sequence in cross-cultural settings.
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Joonheui Bae, Hyun-Hee Park and Dong-Mo Koo
The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item…
Abstract
Purpose
The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item purchase intention and uniquely propose that this moderation is serially mediated by self-esteem and compassion.
Design/methodology/approach
A 2 (CSR initiatives: high vs low) by 2 (user characteristic: heavy vs non-heavy users) experimental design was employed to test the propositions in the context of an online mobile game.
Findings
The results demonstrate that heavy users with high-perceived CSR initiatives have a higher intention to purchase game items. The results also show that self-esteem and compassion fully and serially mediate the effect of moderation on the intention to purchase game items.
Originality/value
This serial mediation mechanism has rarely been proposed and tested in previous studies and may contribute to extending the literature.