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151.
Web 2.0 and folksonomies in a library context 总被引:1,自引:0,他引:1
Libraries have a societal purpose and this role has become increasingly important as new technologies enable organizations to support, enable and enhance the participation of users in assuming an active role in the creation and communication of information. Folksonomies, a Web 2.0 technology, represent such an example. Folksonomies result from individuals freely tagging resources available to them on a computer network. In a library environment folksonomies have the potential of overcoming certain limitations of traditional classification systems such as the Library of Congress Subject Headings (LCSH). Typical limitations of this type of classification systems include, for example, the rigidity of the underlying taxonomical structures and the difficulty of introducing change in the categories. Folksonomies represent a supporting technology to existing classification systems helping to describe library resources more flexibly, dynamically and openly. As a review of the current literature shows, the adoption of folksonomies in libraries is novel and limited research has been carried out in the area. This paper presents research into the adoption of folksonomies for a University library. A Web 2.0 system was developed, based on the requirements collected from library stakeholders, and integrated with the existing library computer system. An evaluation of the work was carried out in the form of a survey in order to understand the possible reactions of users to folksonomies as well as the effects on their behavior. The broad conclusion of this work is that folksonomies seem to have a beneficial effect on users’ involvement as active library participants as well as encourage users to browse the catalogue in more depth. 相似文献
152.
Yuwen LiuAuthor Vitae James S. PhillipsAuthor Vitae 《International Journal of Information Management》2011,31(1):44-52
This paper examines how transformational leadership (TFL) climate influences employees’ team identity and their intentions to share knowledge and how team knowledge sharing intention subsequently influences team innovativeness. Data was collected from 301 employees comprising 52 R&D teams. Hypotheses were tested with both hierarchical linear modeling (HLM) and regression analyses. Results indicated that TFL climate was related to employees’ intention to share knowledge through team identity. At the group level, results supported the relationships between team knowledge sharing intention and team innovativeness. The results also indicated that team knowledge sharing intention mediated the relationship between TFL climate and team innovativeness. 相似文献
153.
Zhongyun ZhouAuthor Vitae Xiao-Ling JinAuthor Vitae 《International Journal of Information Management》2011,31(3):261-271
Emerging social virtual worlds (SVWs) are attracting attention from researchers and practitioners for the potential benefits they offer to many real-life domains such as business and education. The values of SVWs cannot be realized without a sufficient number of users; however, little research has been conducted to investigate the factors attracting people to use SVWs. The purpose of this paper is to explore individual motivations and differences in SVW uses based on the uses and gratifications paradigm and on the literature of Internet uses. Content analysis is adopted to code and categorize the responses from 188 users in Second Life (SL), one of the most popular SVWs. Results show that people use SL because of three types of motivations: functional, experiential, and social. Comparative analysis by gender, age, education, and experience using Chi-square tests suggests that (1) female users are more inclined to shopping, researching, and exploring within SL, whereas male users are more concerned with using SL for making money; (2) younger users are more likely to use SL for entertainment, while older users are more likely to use SL for creating and education; (3) users with higher education exert significantly more effort with in-world research and education than those who with lower levels of education; and (4) relative to their counterparts, experienced users are more aware of the values of SL for creating, education, and commerce. No significant inter-group difference of any experiential motivation has been found regarding education and experience. In addition, no significant individual difference has been found regarding social motivations. 相似文献
154.
Edward R. SykesAuthor Vitae 《International Journal of Information Management》2011,31(4):385-394
Collaboration is an important aspect for virtually all workplace environments. Workplaces often encourage and foster collaboration in a variety of ways with the purpose to collectively focus the group's attention on a specific problem and solve it as quickly and as efficiently as possible. While collaboration is generally viewed as a positive aspect of the workplace, the negative aspect—interruption—cannot be ignored. Interruptions are an important research area of human-computer interaction and with the growth of pervasive or ubiquitous computing on the rise, the number of interruptions we experience on a daily basis is also growing. It is for these reasons that interruption is and will continue to be a key issue in workplaces.This report presents the findings of a qualitative research project which explored interruptions in a mid-size software development company based in Ontario, Canada. The purpose of this research was to identify the types of interruptions (both on- and off-task) that occur during typical office software related activities, explore the contextual characteristics surrounding these interruptions, and identify methodologies that could be used to reduce the cost of interruptions and increase employee effectiveness and satisfaction. 相似文献
155.
Junghwan KimAuthor Vitae Donald R. JonesAuthor Vitae 《International Journal of Information Management》2011,31(2):111-120
As a significant source of knowledge, virtual communities have stimulated interest in knowledge management research. Nonetheless, very few studies to date have examined the demand-side knowledge perspective such as knowledge acquisition in virtual communities. In order to explore the knowledge acquisition process within virtual communities, this study proposes the cognitive selection framework of knowledge acquisition strategy in virtual communities. The proposed framework takes a cognitive perspective, to identify how knowledge recipients select their strategy for acquiring specialized knowledge, emphasizing their cognitive goals (e.g., cognitive replication and innovation) and cognitive motivators (e.g., virtual community self-efficacy, heightened enjoyment, and time resources). Our results suggest that knowledge recipients’ cognitive motivators differentially influence their cognitive goals (cognitive replication and innovation), which, in turn, are related to their selection of knowledge acquisition strategy (static and dynamic acquisition strategy), respectively. 相似文献
156.
Minna JanhonenAuthor Vitae Jan-Erik JohansonAuthor Vitae 《International Journal of Information Management》2011,31(3):217-225
This study aims to find out how different processes of knowledge management and patterns of social networking affect team performance. Our data on teams originate from a sample of different organizations from a variety of both public and private industries in Finland (76 teams; 499 employees). One of the main deficiencies in the current literature on knowledge and networks is that they tend to concentrate on specific types of teams in a single organization context. Our aim was to put the team phenomenon into an everyday context by analysing the interplay of knowledge creation and social networks in teams which function on a permanent basis in a variety of industry contexts. Both knowledge creation and social networking contributed to performance, but the results showed that whereas team members see the knowledge conversion processes as central to performance, top management emphasize the importance of social networks in value creation. In our examination, lively interaction between team members, combined with team leaders’ intra-organizational networks, contributed to team performance. 相似文献
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158.
This study uses e-government and corporate usability benchmarks to compare municipal government websites in Alabama and examine correlations between usability scores and population, as well as usability scores and per capita income. E-government in Alabama is on the rise. At the state level, in 2008, Alabama ranked in the top 10 states in e-government after three years of being in the bottom three. Improvements in state-level e-government have not, however, necessarily trickled down to the municipal level, and this study found no correlation between usability and a municipality's population or per capita income. Indeed, the study reveals substantial problems with municipal website usability, including accessibility; such problems could erode the web credibility of municipalities trying to engage citizens, to create or strengthen sustainable practices, and to attract companies that can bring new jobs and improve the local economy. 相似文献
159.
Andrew WhitmoreAuthor Vitae 《Government Information Quarterly》2012,29(1):68-75
There is much debate among scholars about what constitutes e-government success, what method is best for measuring it, and which variables best describe it. This lack of consensus naturally leads to disagreement about the best approach for ranking the e-government programs of different countries. This article evaluates the current standard in e-government ranking, the United Nations E-government Development Index, by performing a confirmatory factor analysis on the raw data reported in the “Data tables” section of the “Statistical annex” in the 2010 United Nations E-Government Survey. The results identify several technical issues with the index and point to the need for a statistical tool that can be used to evaluate and guide the development of e-government ranking systems. The article recommends that researchers develop a new paradigm for quantitative e-government ranking that uses factor analysis to aid in the selection of variables, the organization of aggregate constructs, and the determination of weights. 相似文献
160.
Channel choice and public service delivery in Canada: Comparing e-government to traditional service delivery 总被引:1,自引:0,他引:1
Christopher G. ReddickAuthor Vitae Michael TurnerAuthor Vitae 《Government Information Quarterly》2012,29(1):1-11
This study examines channel choice and public service delivery in Canada, comparing e-government to traditional service delivery channels such as the phone or visiting a government office. Factors studied include the digital divide, the nature of the citizen interaction with government, public service values, and satisfaction with services received by citizens. These factors are used to determine whether they impacted choice of channel and satisfaction with that channel. This study, through logistic regression of a public opinion survey of Canadian residents, found indications suggesting a digital divide in accessing e-government; found that government websites were most commonly used for information purposes, while the phone was most commonly used to solve problems. In regards to citizens' satisfaction, the apparent digital divide was bridged when females and older Canadians were more satisfied with their contact with a government website. In addition, a positive experience with service delivery and positive public service values lead to greater website satisfaction. The results of this study imply that the phone is a more effective service channel for solving problems, and the website is more effective for getting information. Therefore, governments need to provide multiple contact channels for citizens, depending upon their task at hand, while ensuring consistency of information and service response across channels. Creating a positive experience for citizens when they received a service translates into a more satisfied experience with e-government. 相似文献