scholarly journals eBook Service in Shanghai Library

2016 ◽  
Vol 1 (1) ◽  
pp. 66 ◽  
Author(s):  
Qing Zhou

In the 21st century, with the rapid development of mobile Internet, people's reading habits have started shifting from the traditional paper-based media, to completely new media such as cell phones, eBook readers, tablet PCs and so on. "Shanghai Library’s Urban Digital Reading Service Platform" integrates all types of collections of digital resources to support eBook readers, tablet PCs, smart phones and other types ofmobiledevices. Thisplatformprovidesaconvenient,low-costandfriendlylearninginterfacetoonline users, providing one of the best reading experiences. This also creates a one-stop public library reading platform, and meets the reader’s need for reading on the go. By investigating and researching libraries’ experiences and requirements for digital reading platforms and its internationalization service, this paper will discuss its further development.

2020 ◽  
Vol 12 (4-5) ◽  
pp. 165-171
Author(s):  
Yang Zhang ◽  
◽  
Yao Yao ◽  

With the rapid development of the new media field, based on the high-speed perfor-mance of 5G networks, the development scale of mobile Internet online reading blowout has been realized. In modern conditions, the quality of data published in the media space requires careful analysis so that the consumer can consciously assess the reliability of the facts presented. This article takes the promotion content of digital reading in college libraries as the main research object, combined with the development environment of new media in the 5G era, and uses Douyin short video as the main promotion form to provide some insights and content for the current digital reading content in college libraries. idea. for reference only.


2019 ◽  
Vol 2 (1) ◽  
pp. 4
Author(s):  
Sijia Wang ◽  
Miao Zhang

<p align="justify">With the rapid development of the mobile Internet, the mobile news apps have become the most important way for the public to obtain news. As a new media carrier and communication platform,the mobile news apps can promote the rapid dissemination of information and the rapid spread of influence.  Some media have a major influence  on the direction of other media reports and the behavioral decisions of the public. These media can be regarded as media leaders. Media leaders are very important in the dissemination of news. By identifying media leaders, companies or governments can promote sales or guide public opinion separately. This article believes that media leaders mainly achieve their own influence by publishing news, so this article uses the news published by the mobile news apps as an entry point. This paper firstly solves the problem of data crawling in mobile news apps, and proposes a data crawling method based on reverse analysis, and obtains the data source. Then, reconstruct the reprinting path of the news, and carry out accurate traceability. Finally, cluster the news based on LDA, and propose an algorithm for mining media leaders from three aspects: influence, activity and preference. Experimental studies of data sets have shown that our algorithms can effectively identify media leaders.</p>


2022 ◽  
Vol 2022 ◽  
pp. 1-10
Author(s):  
Wanxia Zhang ◽  
Bo Liu ◽  
Sang-Bing Tsai

Digital reading promotion service is a service way for libraries to provide readers with a series of digital resources, enjoy the service functions, and share the experience of using them in various digital reading platforms, which is to meet the reading interests and reading needs of more readers, and is also the focus of the current library work. In the era of new media, the characteristics of digital reading are subtly changing the readers’ needs for reading environment, reading content, and reading style. Libraries should keep pace with the development of the times and provide readers with diversified, intelligent, and targeted digital reading platforms. The digital reading platform should continuously improve the digital reading service functions, broaden the service scope and dissemination channels, and finally realize the diversification, interest, and intelligence of digital reading service. This paper takes the digital reading platform of libraries in the region as the research theme and carries out research work on libraries. The province is divided into three regions according to the geographical map: southeastern region, central region, and northwestern region. The digital reading platforms of 14 prefecture-level public libraries and 58 libraries of higher education institutions in each region were accessed. Firstly, we check the construction of digital resources within the library websites, secondly, we count the opening of digital reading platform functions, and finally, we check the opening of digital reading platforms. Through the research, it is found that there are problems of unbalanced distribution of digital reading resources in regional libraries; unattractive design of readers’ interface and inadequate reading service functions; lack of continuous training of readers’ guidance; insufficient publicity and promotion; low efficiency of staff in responding to consultation; and low degree of platform openness and weak awareness of sharing. Finally, the problems found in the research are summarized, and the solution measures for the regional digital reading platform are proposed. Libraries in the digital era should give priority to systems that can manage all library resources comprehensively and effectively, adapt to more flexible library workflows, and enable libraries to provide better services to users.


2020 ◽  
Vol 2 (2) ◽  
pp. 45
Author(s):  
Haotian Su

<p>"Non-fiction" has received much attention as a new form of literature communication, which is closely related to rapid development of domestic mobile internet in recent years. In the context of new media, media convergence has intensified. And online platforms and social media have taken on important task of literature communication, affecting all aspects of modern life. According to different symbols and organizational forms, communication path of "non-fiction literature" in the context of new media can be divided into three paths: digital text, film and television media and sound media.</p>


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Feifeng Huang

With the rapid development of mobile Internet, short video has become another darling after traditional webcast in recent years. How to make full use of short video for effective marketing has become a hot issue that academia and industry are paying close attention to. This article is mainly aimed at exploring practical new media through in-depth research and exploration of the specific implementation methods and strategies of short video marketing in social media, based on the advantages and characteristic models of short video marketing in social media. The strategy of short video marketing in social media, and the use of highly in-depth neural network analysis technology for the personalized marketing recommendation system of new media short videos, so as to better promote the use of social media short videos by enterprises or individuals. We have to learn from marketing activities. The experimental results of this article show that when the data volume reaches 80%, the performance of the VRBCH algorithm steadily improves, so the performance of the main F of the VRBCH algorithm is still relatively ideal when the data volume changes. Due to the high dilution of the experimental data set, the amount of data in the VRBCH algorithm has increased sharply by 30% to 35%, but the purchase rate of the marketing recommendation system is as high as 98%. Therefore, the system has high feasibility.


2020 ◽  
Vol 12 (16) ◽  
pp. 6333
Author(s):  
Chan Liu ◽  
Raymond K. H. Chan ◽  
Maofu Wang ◽  
Zhe Yang

Harnessing the rapid development of mobile internet technology, the sharing economy has experienced unprecedented growth in the global economy, especially in China. Likely due to its increasing popularity, more and more businesses have adopted this label in China. There is a concern as to the essential meaning of the sharing economy. As it is difficult to have a universally accepted definition, we aim to map the sharing economy and demystify the use of it in China in this paper. We propose seven organizing essential elements of the sharing economy: access use rights instead of ownership, idle capacity, short term, peer-to-peer, Internet platforms mediated, for monetary profit, and shared value orientation. By satisfying all or only parts of these elements, we propose one typology of sharing economy, and to differentiate bona fide sharing economy from quasi- and pseudo-sharing economy. Finally, there are still many problems that need to be solved urgently in the real sharing economy from the perspective of the government, companies and individuals.


Author(s):  
Shen Min

The arrival of the new media era has a certain impact on the teaching environment of universities in China. The rapid development of new media has also profoundly affected the thinking mode, behavior style and psychological consciousness of college students. This paper puts forward some innovative teaching modes under the background of new media information technology, including the online simulation court, the construction of interactive dynamic teaching website and so on. It realizes the deep integration between law teaching and modern new media technology, and gradually forms an open and diversified teaching mode. The research content of this paper has far-reaching significance for promoting the teaching of new media technology and enhancing the pertinence and effectiveness of College Students’ legal education.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


2017 ◽  
Vol 2017 ◽  
pp. 1-10 ◽  
Author(s):  
Wen-Jun Li ◽  
Qiang Dong ◽  
Yan Fu

As the rapid development of mobile Internet and smart devices, more and more online content providers begin to collect the preferences of their customers through various apps on mobile devices. These preferences could be largely reflected by the ratings on the online items with explicit scores. Both of positive and negative ratings are helpful for recommender systems to provide relevant items to a target user. Based on the empirical analysis of three real-world movie-rating data sets, we observe that users’ rating criterions change over time, and past positive and negative ratings have different influences on users’ future preferences. Given this, we propose a recommendation model on a session-based temporal graph, considering the difference of long- and short-term preferences, and the different temporal effect of positive and negative ratings. The extensive experiment results validate the significant accuracy improvement of our proposed model compared with the state-of-the-art methods.


2014 ◽  
Vol 9 (3) ◽  
pp. 68 ◽  
Author(s):  
Edward Francis Schneider

Abstract Objective – The objective of this study was to survey American public libraries about their collection and use of graphic novels and compare their use to similar data collected about video games. Methods – Public libraries were identified and contacted electronically for participation through an open US government database of public library systems. The libraries contacted were asked to participate voluntarily. Results – The results indicated that both graphic novels and video games have become a common part of library collections, and both media can have high levels of impact on circulation. Results indicated that while almost all libraries surveyed had some graphic novels in their collections, those serving larger populations were much more likely to use graphic novels in patron outreach. Similarly, video game collection was also more commonly found in libraries serving larger populations. Results also showed that young readers were the primary users of graphic novels. Conclusion – Responses provided a clear indicator that graphic novels are a near-ubiquitous part of public libraries today. The results on readership bolster the concept of graphic novels as a gateway to adult literacy. The results also highlight differences between larger and smaller libraries in terms of resource allocations towards new media. The patron demographics associated with comics show that library cooperation could be a potential marketing tool for comic book companies.


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