Integrating the imposed query into the evaluation of reference service: A dichotomous analysis of user ratings

2002 ◽  
Vol 24 (3) ◽  
pp. 251-263 ◽  
Author(s):  
Melissa Gross ◽  
Matthew L. Saxton
2010 ◽  
Author(s):  
Martin L. Fracker ◽  
Michal Heck ◽  
George Goeschel

2014 ◽  
Author(s):  
Nina Dethlefs ◽  
Heriberto Cuayáhuitl ◽  
Helen Hastie ◽  
Verena Rieser ◽  
Oliver Lemon
Keyword(s):  

Author(s):  
Ikhsan Fuady ◽  
Rangga Saptya MP

<p align="center"><strong>Abstrak</strong></p><p><em>Pemanfaatan game dikalangan remaja memiliki peran yang efektif sebagai wadah untuk hiburan. Tetapi pemanfaatan game tidak tepat memiliki efek samping game terhadap kehidupan sehari hari remaja, mulai dari kurang bersosialIsasi hingga perilaku kekerasan dikalangan remaja. Penyuluhan terhadap remaja bertujuan untuk memberikan pemahaman kepada remaja tentang variasi game berdasarkan rating pengguna, maupun cerdas dalam manajemen penggunaan game dalam kehidupan remaja sehari hari. Pengetahuan remaja tentang varian/ragam game berdasarkan rating relatif rendah sebagaian besar pemengetahuannya tersebar pada kategori sangat rendah dan rendah yaitu sebesar 65 persen. Metode edukasi dan sosialisasi ini adalah dengan beberapa tahapan. Tahap pertaman tim pengabdian memberikan edukasi dan diskusi tentang beragam bentuk game, karakteristik, serta karakteristik pengguna game yang tepat. Selanjutnya beberapa permainan dan kuis untuk meingkatkan literasi remaja tentang pemanfaatan game secara bijak. Kegiatan penyuluhan ini mampu meningkatkan pemahaman para remaja dalam mengenali game yang baik digunakan, hal ini dapat dilihat dari peningkatan pengetahuan remaja relatif signifikan sebelum dan sesudah penyuluhan.</em></p><p><strong>Kata kunci<em>:</em></strong><strong><em> </em></strong><strong><em>Edukasi, Game, Penyuluhan </em></strong></p><p align="center"><em> </em></p><p align="center"><strong>Abstract</strong> </p><p><em>The use of games among teenagers has an effective role as a forum for entertainment. But the improper use of games has the side effects of games on the daily lives of adolescents, ranging from lack of socialization to violent behavior in adolescents. Counseling against adolescents aims to provide understanding to adolescents about the variety/variance of games based on user ratings, as well as being smart in managing game use in daily teenage life. Teenagers' knowledge about game variants/based on the rating is relatively low, most of the knowledge is spread in the very low and low categories, which is 65 percent. The method of education and outreach is by several stages. The first stage of the dedicated team provided education and discussion about various forms of games, characteristics, and characteristics of the right game user. Furthermore, some games and quizzes to improve teen literacy about game use wisely. This counseling activity can increase the understanding of teenagers in recognizing games that are well used, this can be seen from the relatively significant increase in adolescent knowledge before and after counseling.</em></p><p><strong>Keywords<em>:</em></strong><em> <strong>Education, Games, Counseling</strong></em></p>


2003 ◽  
Author(s):  
Cynthia M. Simon-Arndt ◽  
Suzanne L. Hurtado ◽  
Laura A. Patriarca-Troyk

2020 ◽  
Author(s):  
Arfan Ahmed ◽  
Nashva ALi ◽  
Sarah Aziz ◽  
Alaa A Abd-Alrazaq ◽  
Asmaa Hassan ◽  
...  

BACKGROUND Anxiety and depression rates are at an all-time high along with other mental health disorders. Smartphone-based mental health chatbots or conversational agents can aid psychiatrists and replace some of the costly human based interaction and represent a unique opportunity to expand the availability and quality of mental health services and treatment. Regular up-to-date reviews will allow medics and individuals to recommend or use anxiety and depression related smartphone based chatbots with greater confidence. OBJECTIVE Assess the quality and characteristics of chatbots for anxiety and depression available on Android and iOS systems. METHODS A search was performed in the App Store and Google Play Store following the Preferred Reporting Items for Systematic reviews and Meta-Analysis (PRISMA) protocol to identify existing chatbots for anxiety and depression. Eligibility of the chatbots was assessed by two individuals based on predefined eligibility criteria. Meta-data of the included chatbots and their characteristics were extracted from their description and upon installation by 2 reviewers. Finally, chatbots quality information was assessed by following the mHONcode principles. RESULTS Although around 1000 anxiety and depression related chatbots exist, only a few (n=11) contained actual chatbots that could provide the user a real substitute for a human-human based interaction, even with today's Artificial Intelligence advancements, only one of these chatbots had voice as an input/output modality. Of the selected apps that contained chatbots all were clearly built with a therapeutic human substitute goal in mind. The majority had high user ratings and downloads highlighting the popularity of such chatbots and their promising future within the realm of anxiety and depression. CONCLUSIONS Anxiety and depression chatbot apps have the potential to increase the capacity of mental health self-care providing much needed assistance to professionals. In the current covid-19 pandemic, chatbots can also serve as a conversational companion with the potential of combating loneliness, especially in lockdowns where there is a lack of social interaction. Due to the ubiquitous nature of chatbots users can access them on-demand at the touch of a screen on ones’ smartphone. Self-care interventions are known to be effective and exist in various forms and some can be made available as chatbot features, such as assessment, mood tracking, medicine tracking, or simply providing conversation in times of loneliness.


2021 ◽  
Vol 39 (2) ◽  
pp. 1-38
Author(s):  
Gediminas Adomavicius ◽  
Jesse Bockstedt ◽  
Shawn Curley ◽  
Jingjing Zhang

Prior research has shown a robust effect of personalized product recommendations on user preference judgments for items. Specifically, the display of system-predicted preference ratings as item recommendations has been shown in multiple studies to bias users’ preference ratings after item consumption in the direction of the predicted rating. Top-N lists represent another common approach for presenting item recommendations in recommender systems. Through three controlled laboratory experiments, we show that top-N lists do not induce a discernible bias in user preference judgments. This result is robust, holding for both lists of personalized item recommendations and lists of items that are top-rated based on averages of aggregate user ratings. Adding numerical ratings to the list items does generate a bias, consistent with earlier studies. Thus, in contexts where preference biases are of concern to an online retailer or platform, top-N lists, without numerical predicted ratings, would be a promising format for displaying item recommendations.


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