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2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ayla Stein Kenfield ◽  
Liz Woolcott ◽  
Santi Thompson ◽  
Elizabeth Joan Kelly ◽  
Ali Shiri ◽  
...  

Purpose The purpose of this paper is to present conceptual definitions for digital object use and reuse. Typically, assessment of digital repository content struggles to go beyond traditional usage metrics such as clicks, views or downloads. This is problematic for galleries, libraries, archives, museums and repositories (GLAMR) practitioners because use assessment does not tell a nuanced story of how users engage with digital content and objects. Design/methodology/approach This paper reviews prior research and literature aimed at defining use and reuse of digital content in GLAMR contexts and builds off of this group’s previous research to devise a new model for defining use and reuse called the use-reuse matrix. Findings This paper presents the use-reuse matrix, which visually represents eight categories and numerous examples of use and reuse. Additionally, the paper explores the concept of “permeability” and its bearing on the matrix. It concludes with the next steps for future research and application in the development of the Digital Content Reuse Assessment Framework Toolkit (D-CRAFT). Practical implications The authors developed this model and definitions to inform D-CRAFT, an Institute of Museum and Library Services National Leadership Grant project. This toolkit is being developed to help practitioners assess reuse at their own institutions. Originality/value To the best of the authors’ knowledge, this paper is one of the first to propose distinct definitions that describe and differentiate between digital object use and reuse in the context of assessing digital collections and data.


Author(s):  
أحمد ماهر خفاجة شحاتة

Despite the availability of millions of information resources on the internet, the Arabic digital content represents a relatively small percentage compared with the information available in other languages. The size of Arabic content, the lack of an adequate number of Arabic databases that organize this content and make it available to the Arab reader, and the lack of novelty and originality are the main issues that feature the Arabic content on the internet. The aim of the current study is to clarify the Arab scholars’ perception regarding the quality, reliability, and suitability of Arabic digital content that is available on the internet. A quantitative approach was adopted in this study in order to answer the research questions. A questionnaire was distributed online among a sample of Arab scholars to determine the quality and reliability of the Arabic digital content. Moreover, the questionnaire tried to identify the extent to which the current Arabic digital content meets the growing information needs, to identify the Arab scholars’ uses of Arabic content, and to discover the criteria that determine the digital content suitability. The findings of this study revealed that Arab scholars believe that Arabic digital content is weak and there is a lack of originality. In addition, the results indicated that Arabic digital content on the internet does not satisfy the scholars' needs which enforce them to use English information resources to compensates for the lack of Arabic resources. The study recommended the necessity of establishing mechanisms to support Arabic digital content and increase the academic institutions' role in enhancing Arabic digital content by encouraging and supporting scholarly research in the Arabic language.


Author(s):  
ساهر محمود كاظم ◽  
خلود علي عريبي

The research aimed to study and analyze the best global University institutional repositories, which were selected by the search engines and the Spanish website Metrix. A descriptive approach has been used to carry out the research (survey) and a deliberate sample has been taken (ten university repositories) from a community of 500 repositories mentioned in the directory of free access repositories (open Dora), in terms of content, types of digital content management systems, number of recordings, language used and methods of storage and retrieval. The study found that 70% of university institutional repositories used the open source Dspace system. Press articles have been ranked first with a percentage of 100%, while theses came in second rank with regard to the substantive content of the repositories. Moreover, it is found that the position of the repository does not depend on the number of existing recordings as much as it depends on the quality, usage and the links of these recordings.


2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-28
Author(s):  
Abhinav Choudhry ◽  
Jinda Han ◽  
Xiaoyu Xu ◽  
Yun Huang

Virtual Influencers (VIs) are computer-generated characters, many of which are often visually indistinguishable from humans and interact with the world in the first-person perspective as social media influencers. They are gaining popularity by creating content in various areas, including fashion, music, art, sports, games, environmental sustainability, and mental health. Marketing firms and brands increasingly use them to capitalise on their millions of followers. Yet, little is known about what prompts people to engage with these digital beings. In this paper, we present our interview study with online users who followed different VIs on Instagram beyond the fashion application domain. Our findings show that the followers are attracted to VIs due to a unique mixture of visual appeal, sense of mystery, and creative storytelling that sets VI content apart from that of real human influencers. Specifically, VI content enables digital artists and content creators by removing the constraints of bodies and physical features. The followers not only perceived VIs' rising popularity in commercial industries, but also are supportive of VI involvement in non-commercial causes and campaigns. However, followers are reluctant to attribute trustworthiness to VIs in general though they display trust in limited domains, e.g., technology, music, games, and art. This research highlights VI's potential as innovative digital content, carrying influence and employing more varied creators, an appeal that could be harnessed by diverse industries and also by public interest organisations.


Author(s):  
Наталья Борисовна Акоева ◽  
Лилун Чэнь

«Мировая церемония предков хакка» - одна из самых влиятельных церемоний поклонения предкам в Китае. В 2011 году это мероприятие было включено в Национальный список нематериального культурного наследия. Благодаря слиянию и сосуществованию нескольких моделей взаимодействия в «церемонии поклонения предкам» и точному пониманию намерений мультимодального взаимодействия синхронизировано представление многоканального восприятия (визуального, звукового и сенсорного). На основе Node.js и Three.js технологий авторами была реализована цифровая система для «церемонии поклонения предкам». Цифровая модель представляет действия в двух залах: Хуайцзу, где можно выразить свои чувства памяти и помолиться за свои семьи, и Юйпин, где можно произвести интерактивные операции, такие как подношение свечей, подношение благовоний и т.п. Тесты показывают, что в системе достигается баланс между производительностью и удобством для пользователя, что дает реальное решение для оцифровки нематериального культурного наследия ритуального типа. Цифровой контент церемонии не ограничен во времени и пространстве, не требует использования сторонних плагинов и имеет быструю доступность, что может способствовать быстрому распространению и развитию «Церемонии предков мира хакка». The Hakka World Ancestor Ceremony is one of the most influential ancestor worship ceremonies in China. In 2011, this event was included in the National List of Intangible Cultural Heritage. Due to the fusion and coexistence of several interaction models in the "ancestor worship ceremony" and an accurate understanding of the intentions of multimodal interaction, the representation of multi-channel perception (visual, sound and sensory) is synchronized. Based on Node.js and Three.js technologies, the authors implemented a digital system for the "ancestor worship ceremony". The digital model represents actions in two halls: Huaizu, where you can express your feelings of memory and pray for your families, and Yuping, where you can perform interactive operations, such as offering candles, offering incense, etc. Tests show that the system achieves a balance between performance and user-friendliness, which provides a real solution for digitizing intangible cultural heritage of the "ritual" type. The digital content of the ceremony is not limited in time and space, does not require the use of third-party plug-ins and has rapid availability, which can contribute to the rapid spread and development of the "Ceremony of the Ancestors of the Hakka World".


2022 ◽  
Vol 59 (1) ◽  
pp. 3-18
Author(s):  
Jiří Frank ◽  
Josef Kortan ◽  
Miroslav Kukrál ◽  
Vojtěch Leischner ◽  
Lukáš Menšík ◽  
...  

One of the challenges that museums often face is how to present their ‚treasures‘ in a form that is both comprehensive and relevant to today‘s audiences. Digital content alone is not enough in this context and 3D content is increasingly gaining importance. One of the most accessible and at the same time most effective 3D digitisation methods is photogrammetry. The result, if procedures are followed correctly, is not only high-quality content with a wide range of uses, but also potential stepping stones for effective business models. This can reduce acquisition costs quite significantly and make 3D digitisation accessible to a wider range of institutions.


2021 ◽  
Vol 10 (2) ◽  
pp. 229-250
Author(s):  
Asti Prasetyawati

Era digital telah mengubah praktik kehumasan pemerintah menjadi humas digital. Berbagai informasi dan pesan formal resmi dari pemerintah kini dapat dikemas dengan cara yang lebih ringan dan menarik melalui berbagai platform media baru, salah satunya melalui media sosial seperti TikTok. Penelitian ini bertujuan untuk menganalisis dampak dari pemanfaatan TikTok dalam menyosialisasikan konten-konten serius yang dilakukan oleh humas pemerintah di Indonesia, khususnya oleh Kementerian Koordinator Bidang Kemaritiman dan Investasi lewat akun TikTok @kemenkomarves, dengan menggunakan metode observasi sekunder dan tinjauan literatur. Studi ini ingin menganalisis lebih jauh mengenai pemanfaatan TikTok dalam menyebarkan konten- konten serius yang dilakukan oleh humas Kemenko Marves. Hasil dari penelitian ini menunjukkan adanya dualisme dampak yang ditimbulkan TikTok dalam melakukan penyebaran konten humas Kemenko Marves. Meskipun penyebaran informasi melalui TikTok berpotensi dapat mereduksi esensi asli pesan, namun hal ini juga sekaligus menjadikan informasi tersebut menjadi dekat dan mudah dimengerti oleh masyarakat. Untuk itu, dibutuhkan adaptasi teknologi dan strategi humas digital yang tepat agar humas pemerintah dapat menciptakan konten-konten digital yang menarik dan diminati oleh masyarakat luas. The digital era has changed government public relations practices into digital public relations. Several official information and messages from the government could be formed in a lighter and more attractive way through various new media platforms; one of them is through social media like TikTok. This study aims to analyze the impact of TikTok in disseminating serious content carried out by government public relations in Indonesia, especially by the Coordinating Ministry for Maritime Affairs and Investment through @kemenkomarves TikTok account, using secondary observation and literature review methods. This study is intended to analyse further the use of TikTok in disseminating serious content carried out by public relations of Kemenko Marves. The results of this study indicate the dualism of the impact caused by TikTok in transmitting Kemenko Marves public relations content. Although the dissemination of information through TikTok can reduce the original essence of the message, it also makes the information closer and easy to understand for the public. For this reason, appropriate technology adaptation and digital public relations strategies are needed to make the government public relations create digital content that is attractive for society.


Author(s):  
Yu-Kai Lin ◽  
Arun Rai ◽  
Yukun Yang

Digital content creators, such as podcasters, musicians, writers, and YouTubers, are increasingly using subscription-based crowdfunding (SBC) platforms to attract backers and obtain recurring funding from them. Unlike conventional crowdfunding, a hallmark of SBC is the recurring funding scheme structured as a creator-centered freemium model. Empowering creators to build their person brands, SBC platforms are providing creators with novel features to control the information that they share with their backers or fans or conceal from them. Based on a large-scale study on Patreon, an SBC platform, we show how creators can effectively leverage two types of information controls—earnings concealment and private postings—to build their person brands and thereby develop their backer base and fan engagement. Interestingly, we also find a reinforcing relationship in which the increases in backer base and fan engagement further stimulate creators to leverage information controls in their SBC campaigns to grow their person brands. In sum, although information controls are effective in aggregate to build person brands on SBCs, creators need to dynamically adjust the extent of use of information controls based on changes in their backer base and fan engagement.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ziming Liu

PurposeDigital distraction is a common phenomenon in e-reading contexts, and it is worth exploring in depth from the perspectives of information (digital content), users (readers) and technology (digital reading medium). Since screen reading has close links with multitasking and potential distraction, any investigation of reading in the digital environment must factor in this reality. This paper aims to investigate the extent and effects of digital distraction while reading on screens. Special emphases go to exploring multitasking while reading.Design/methodology/approachSurvey and analysis methods are employed.FindingsThe extent of digital distraction among college students it found is alarming. All the top four sources of distraction are communication-based activities. Female students tend to concentrate more than males when they read on screens. An overwhelming majority of participants choose to read in print to reduce distractions and to concentrate effectively. Screen reading is inherently distracting, primarily due to multitasking. It appears that repeated multitasking during academic endeavors carries substantial costs.Originality/valueImplications of digital distraction are discussed, and directions of future research are suggested.


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