Mohammad Hassanzadeh
Abstract
Advances in information and communication technology (ICT) have accelerated the transformation process of entities from physical to more conceptual formalities. Entering the world of concepts, on the one hand, has transformed the relations between beings, and on the other hand, has facilitated the grounds ...
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Advances in information and communication technology (ICT) have accelerated the transformation process of entities from physical to more conceptual formalities. Entering the world of concepts, on the one hand, has transformed the relations between beings, and on the other hand, has facilitated the grounds for fundamental changes in human communication. A twenty-first-century person is a semantic human being who, along with all physical conceptions of the phenomena in his life, has also a virtual and semantic conception in his mind. The semantic embodiment of all phenomena has caused emotions, feelings, interactions, businesses, etc. to become multifaceted phenomena. E-learning, e-commerce, virtual meetings, virtual stores, etc. all represent the emergence of another sphere within the physical world. This world is the world of meanings and concepts. The world of meanings is closely related to content. A human being on the earth without an electronic identity and without the presence in electronic spaces is gradually becoming unthinkable. The advent of cyberspace has more to do with the concept of digitalization. No entity can enter cyberspace without digitization. The first condition for being in cyberspace is to have a virtual alternative. If any books, magazines, persons, schools, universities, governments, associations, and any other entities, is to appear in the virtual world, they must first be digitized. For this reason, digitalization and digital content management is a constant issue in the age of knowledge. In this article, which was specifically written on the occasion of the first issue of the International Journal of Digital Content Management (IJDCM), an attempt has been made to elaborate on the evolution of digital content and to provide a framework for content management in the knowledge. The key concepts mentioned in the article are also meant as indicators of the content orientation of the journal.
Mohammad Hassanzadeh
Abstract
Although digital content is a widely institutionalized reality at the present age, its management issues and challenges have not been sufficiently explained. One of the most important deterrents to effective digital content management (DCM) is a single-dimensional, disciplinary and sectoral perspective ...
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Although digital content is a widely institutionalized reality at the present age, its management issues and challenges have not been sufficiently explained. One of the most important deterrents to effective digital content management (DCM) is a single-dimensional, disciplinary and sectoral perspective to this multidimensional concept. Digital content management is a multifaceted concept and the best option to deal with this multi-modal phenomenon is an inter-disciplinary and hyperdisciplinary approach. A range of legal, commercial, psychological, sociological, linguistic, computational, and ethical issues are intertwined with digital content management. Each of these issues, in addition to having a solution in one field of study or cognitive area, is also related to various fields of study. This has made digital content management issues a fluid and ever-changing entity. This paper strives to explain the interdisciplinary nature of this concept. In this regard, six main aspects of digital content management were explained including theory, instrument, individual, society, framework, and content. Explaining each of these aspects introduces a common ground for interdisciplinary collaboration. It is concluded that an effective digital content management initiative is possible only through cooperation and synergy on knowledge sharing from various related fields of study.
Mohammad Hassanzadeh
Abstract
The term “virtual” has been associated with real-world businesses and entities in recent years. Until a few years ago, the notion of “virtual” encompassed spaces such as websites, information networks, digital libraries, etc. But today, most of the citizens' time is spent in completely ...
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The term “virtual” has been associated with real-world businesses and entities in recent years. Until a few years ago, the notion of “virtual” encompassed spaces such as websites, information networks, digital libraries, etc. But today, most of the citizens' time is spent in completely virtual spaces. Stores, businesses, monetary and financial activities, leisure and entertainment, etc. are all being transferred to cyberspace. The rapid pace of joining cyberspace has created a state of disharmony and exhaustion among businesses, especially large organizations. Many of them have embarked on digital transformation and implemented some programs, however, this process does not seem to be sufficiently tailored to meet the requirements, and organizations are to see “virtual transformation” as a complementary action and umbrella plan to cover sparse actions on their agenda. In this article, the concept of virtual transformation and its requirements and phases are briefly explained. Attempts have been made to look into the virtual transformation from different dimensions and to identify and introduce its key actors as well. The six steps presented in this article are deemed to provide useful insights for managers on their virtual transformation journey. The content of the article also can be seen as a starting point for extensive studies on the concept of virtual transformation.
Mohammad Hassanzadeh
Abstract
Virtual reality (VR) transcends the boundaries of the disciplines and lifestyles of different generations. The entanglement of digital content with the capabilities of artificial intelligence, graphic simulation, cultural coordinates, and economics has given rise to an amalgam of methods. The reality ...
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Virtual reality (VR) transcends the boundaries of the disciplines and lifestyles of different generations. The entanglement of digital content with the capabilities of artificial intelligence, graphic simulation, cultural coordinates, and economics has given rise to an amalgam of methods. The reality that is virtual, the virtual that is real. This multiplicity has caused content management to face unprecedented challenges and new avenues. New developments have been presented as an exceptional opportunity for specialists in various fields, especially information science. Interacting with VR requires accurate knowledge and sufficient competencies. Academic alumni, professionals, and leading researchers all think about how to interact effectively with VR and the resulting world. The emergence of metaphors such as Metaverse and serious public participation in cyberspace has necessitated the wise management of digital content following new developments and disciplines. In this paper, the characteristics of VR , including features, applications, and content management requirements for this new approach are explained.
Mohammad Hassanzadeh
Abstract
For years, virtual learning has been proposed as a dominant approach to overcome the limitations of traditional education. The spread of emerging technologies and the connection of citizens to the Internet has made virtual courses much more accesible than before. As the citizens of the third millennium ...
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For years, virtual learning has been proposed as a dominant approach to overcome the limitations of traditional education. The spread of emerging technologies and the connection of citizens to the Internet has made virtual courses much more accesible than before. As the citizens of the third millennium refer to electronic shopping centers to purchase their goods, they expect to receive the instruction they require through virtual means. This trend, along with the increasing expectations, has created a gap between the current and the desired situation in the education process. Digital content management is considered as a facilitator to respond to emerging requirements. In this article, while explaining the dimensions of transformation in Virtual learning, the importance of digital content management in improving the effectiveness of virtual learning has been emphasized. The article would be a starting point for further research on the integration of digital content management in the virtual learning process.
Shalaleh Meraji Oskuie; Kamran Mohamadkhani; Ali Delavar; Ali Akbar Farhangi
Abstract
Cyber transgressions (non-normative behaviors, attitudes and conditions) are growing, hence we employed a three-study exploratory sequential mixed method designed to make a taxonomy of Instagram cybercultural transgressions, and cyber social control means; to examine the effects of low self-control, ...
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Cyber transgressions (non-normative behaviors, attitudes and conditions) are growing, hence we employed a three-study exploratory sequential mixed method designed to make a taxonomy of Instagram cybercultural transgressions, and cyber social control means; to examine the effects of low self-control, depression, negative interpersonal relationships, computer/ Internet self-efficacy, netiquette, and normative beliefs, and also sociodemographic factors, and media use habits on cybercultural transgressions; and to explore the effectiveness of jurisdiction, non-anonymity, filtering, and forced user migration to domestic social media platforms as cyber social control means. The quantitative findings from 989 participants showed that nondepressed, older, married, middle-income, university educated, non-student users (especially women) with high self-control, more positive interpersonal relationships, moderate levels of computer/ Internet self-efficacy, normative beliefs, and with more years of Internet use experience, and less daily Internet use, who are knowledgeable about netiquette, are parents, have a job (also retired individuals and housewives), do not use VPNs, psychotropic medications, and alcoholic beverages and/ or recreational drugs, do not have previous experience of online victimization, do not associate with online transgressors, and do not feel being in minority, are less likely than others to commit online transgressive behaviors, or consume transgressive content. The importance of jurisdiction and non-anonymity as social control means, and the failure of filtering and forced user migration to Iranian social media platforms are discussed. These findings can be useful in devising new non-coercive policies and initiatives to socially control cybercultural transgressions.
KP Singh; Harish Chander; Rajul Sharma
Abstract
The purpose of the study is to conduct bibliometric analysis of the research articles of SRFLIS Summit- International Conferences held during the year 2014-2019 and investigate the various dimensions of bibliometric study. The paper conducts bibliometric analysis of 220 articles which were published ...
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The purpose of the study is to conduct bibliometric analysis of the research articles of SRFLIS Summit- International Conferences held during the year 2014-2019 and investigate the various dimensions of bibliometric study. The paper conducts bibliometric analysis of 220 articles which were published in the form of conference papers during the covered period. The study evaluates the various aspects of published conference articles of SRFLIS Summit. The study highlights the chronological distribution of papers, authorship pattern, geographical distribution, and affiliation of authors, citation pattern and length of articles. The results explore that the majority of the contributions by two authors. It is observed that a total of 2720 citations counted to the contributions and most cited documents are journal articles. The analysis of countries found that majority of contributions are from India and authors from New Delhi published maximum papers. The study evaluates the publication trends and has important implications for scholars and researchers
Mehdi Alipour Hafezi; Nastaran Saberi; mitra samiei; Hamidreza Radfar
Abstract
Regarding to design an applicable electronic book reading system for children and adolescent, this study’s struggle is to prepare a conceptual model. We used quantitative approach and Delphi method in order to analyze data. In this regard, criterion based sampling is used to identify the research ...
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Regarding to design an applicable electronic book reading system for children and adolescent, this study’s struggle is to prepare a conceptual model. We used quantitative approach and Delphi method in order to analyze data. In this regard, criterion based sampling is used to identify the research population. 15 experts were identified which had criteria such as having subjective publications, teaching experience, and so on. We supposed that these experts could present more information that we expected to collect. Moreover, 8 electronic book systems were selected to be reviewed, because of their plenty of active audiences, and their international and also standard presence. Firstly identified practical criteria in designing electronic books by extracting them from related resources and checking active systems. These data helped us to prepare primitive version of the checklist and it completed after passing validity control step with participation of three experts. Then the checklist presented to experts in Delphi panel. Finally, consensus on the components was reached after three rounds of Delphi panel. The results showed that in designing electronic books for children, there are five original components. The components are display screen features with 12 criteria, screen organization with 13 criteria, interaction and feedback with 8 criteria, search and retrieval features with 10 criteria, and help and guidance features with 10 criteria. Consequently, display screen features with score of 3,706 and interaction and feedback with score of 3,700 were selected as the most important components in designing electronic book systems by the viewpoints of Delphi experts.
KP Singh; Nitu Sinha
Abstract
Purpose: The study attempts to understand the information-seeking behavior of school students of Delhi. Method: It included sources for initiation resources, preferred language, the method used to search information resources, time spent on e- search, etc. The data for the study was collected from ...
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Purpose: The study attempts to understand the information-seeking behavior of school students of Delhi. Method: It included sources for initiation resources, preferred language, the method used to search information resources, time spent on e- search, etc. The data for the study was collected from nine schools comprising of three government schools and six private schools. The sampling method in the sample selection was closed with the help of the stratified random sampling method. The SPSS (Statistical Package for Social Science-version24) was used to transform and analyze the data with applied statistical techniques such as Mann-Whitney U Test and Chi-Square test for proportions and content analysis. Findings: Results of the analysis revealed that printed information material is more preferred than electronic information material for both government and private school students. The students use electronic information resources more for recreational purposes than for academic purposes, however, a significant difference in the use of E-resources was observed between government and private school students. Government school students, as well as private school students, were found to prefer and use mobile phones for searching information over other electronic gadgets such as laptops, tablets, etc. however use of Laptops, Kindle and Tablets were found to be significantly higher in private school students in comparison to government school students. Conclusion: Government school students preferred Hindi as a language for information resources whereas Private school students preferred English language information sources. It was found from the study that the information-seeking behavior of Government and Private school students varied significantly.
Mitra Samiei
Abstract
Purpose: The present paper aims at identifying and extracting the dimensions, components, and criteria of digital library evaluation based on experts` opinions and the 5S conceptual framework of Goncalves.Methodology: This was an applied, documentary, and survey research making the best use of the fuzzy ...
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Purpose: The present paper aims at identifying and extracting the dimensions, components, and criteria of digital library evaluation based on experts` opinions and the 5S conceptual framework of Goncalves.Methodology: This was an applied, documentary, and survey research making the best use of the fuzzy Delphi method (to extract criteria and develop the conceptual model), forming a trinity in methodology. To refine the components, and criteria, 20 Iranian and foreign experts were polled about digital libraries in 3 stages. The results of each stage were refined based on Minkowski formula. This was an applied research since it presented the evaluation criteria of Iranian digital libraries, and its results can be practically used, enabling digital libraries to evaluate and examine their status quo, and accordingly plan and enhance their activities. It was a descriptive study based on the research design and data collection method. To gather the data, three methods were used: documentary study, fuzzy Delphi (to extract criteria and develop the conceptual model), and survey, creating a trinity in methodology. Findings: During the three stages of the experts` poll, in Stream component 4 criteria, Structure component 4, Space component 4, Scenario component 5 and in societies component 3 ones were refined and also the results of each stage were refined using the formulas of Cheng and Lin model and ultimately the experts agreed with each other on 20 criteria.Conclusion: A digital library evaluation model was designed with 5 dimensions (components), 20 criteria, and 50 sub-criteria. It was offered to all organizations and universities as an evaluation model for digital library performance examination, so that they properly perceive the efficiency and effectiveness of digital libraries and their services.
Maryam Moghadami; Mohammad Khandan; Nader Naghshineh
Abstract
This study aims to investigate digital citizen science projects in Iran and the challenges in this field from the perspective of experts. The present study is exploratory with a content analysis approach. First, scientometric research was conducted in Scopus to assess the status of digital citizen science. ...
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This study aims to investigate digital citizen science projects in Iran and the challenges in this field from the perspective of experts. The present study is exploratory with a content analysis approach. First, scientometric research was conducted in Scopus to assess the status of digital citizen science. Second, to identify the challenges of digital citizen science in Iran, experts were interviewed. Though the number of scientific publications in this field has been growing recently, Iran's share of the scientific output is quite small. A Review of qualitative data obtained from interviews showed that the main challenges in this field in Iran are: Funding, Government policy, Engagement, Time, Recognition, Data quality for citizen science, Volunteers for citizen science, Capacity and skills, and Communication. This research can be a guideline for experts in the field of digital citizen science. These technologies can also facilitate interactions and communication between professionals and non-professionals. Despite the spread of digital citizen science projects in European and American countries, the term is unfamiliar in Iran.
Mitra Samiei; Somayeh Farzadi; Mahdi Taheri
Abstract
Purpose: The present research has been done with a view to evaluation and ranking of production and management of digital resources in the supply chain of digital libraries.Methodology: The present research is essentially an applied one and the method employed, has been descriptive survey based on Shanon ...
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Purpose: The present research has been done with a view to evaluation and ranking of production and management of digital resources in the supply chain of digital libraries.Methodology: The present research is essentially an applied one and the method employed, has been descriptive survey based on Shanon Entropy and Fuzzy TOPSIS methods.Findings: According to our findings, the risks of “Collection development strategy of digital resources” with highest rate of Proximity Coefficient(PC)=%731 stand in the first place and then the other ones in order include: risks of “Management strategy of digital resources at libraries” with PC=%7186, “The high cost of technological changes of information carriers and storage formats” with PC=711 and “Competence of library software in detecting repetitious copies” with PC=%651.Conclusion: 26 risks for production and management of digital resources in the supply chain of digital libraries have been identified and amidst production and management risks of digital resources in the supply chain of digital libraries the risk of” Collection development strategy of digital resources” stands in the first place.
Mohammadreza Hasanpour
Abstract
The present study was conducted to identify the future dimensions of smart city planning research. Participants in this study were municipal managers and urban planners with at least 15 years of experience and a master's degree or higher. Individuals were selected by purposive sampling. Sampling was ...
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The present study was conducted to identify the future dimensions of smart city planning research. Participants in this study were municipal managers and urban planners with at least 15 years of experience and a master's degree or higher. Individuals were selected by purposive sampling. Sampling was performed with the participation of 10 experts. Data collection tools fell into two groups: 1- review and upstream documents, urban planning documents in the library section, 2- semi-structured interview in the field section where the semi-structured interview with the participants continued until the theoretical saturation stage. Content analysis method was used to analyze the qualitative data. In order to ensure the validity, the interview questions were approved by 3 experienced urban planning experts and managers, 1 of whom had a master's degree and 2 of whom had a doctorate. In order to measure the reliability, the krippendorf coefficient was used, the overall coefficient of which was 84%. ATLASTI software has been used in the content analysis section. In order to identify future smart city planning research scenarios, SCENARIOWIZARD software has been used. The results of factor analysis show that out of 176 available indicators (items), 33 basic themes can be identified and 9 categories of constructive themes have been obtained. Finally, 9 scenarios were identified based on the importance of all 9 factors. The results indicate that the main output of the realization of smart cities and e-municipality is to set conditions for providing services in the healthiest way to citizens, eliminating corruption, creating new job opportunities, and service and transformation in the economic and commercial sectors, increasing the effective presence of the private sector and improving the business environment, reducing damage to the environment, smart governance and increasing satisfaction
Maziar Amirhosseini
Abstract
Purpose: The principal purpose of the present article is to analyze the technical mechanisms and the categorization procedure of thesaurus, ontology, and their types in storage and retrieval of digital and non-digital content. The types of knowledge organization systems (KOSs) which are addressed in ...
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Purpose: The principal purpose of the present article is to analyze the technical mechanisms and the categorization procedure of thesaurus, ontology, and their types in storage and retrieval of digital and non-digital content. The types of knowledge organization systems (KOSs) which are addressed in this article are Roget’s thesaurus, thesauri, Micro, Macro and Meta thesaurus, ontologies, and lower, middle, or upper-level ontologies. The study attempts to demonstrate categorization the procedure through determining the position of KOSs in the context of data, information, and knowledge (DIK) by explaining their engineering mechanisms such as data, information, and knowledge engineering in content storage and retrieval, especially digital content.Method: The research method relies on documented and historical methodology. Findings: As ontologies have taken the highest position amidst KOSs in making digital resources available in a web based environment, it is suggested that Iran and other developing countries use the capacities and capabilities of ontologies, especially in the development of national ontologies, in order to construct their knowledge-based infrastructure and system to achieve high performance in digital content engineering and management.
RUMMAN GUL
Abstract
In the contemporary era man has become much focused on implication of technology in every sector associated with human development. Knowledge being indispensable center of attention attracts the interest of the researchers to deal with its management from generation to dissemination and ultimately to ...
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In the contemporary era man has become much focused on implication of technology in every sector associated with human development. Knowledge being indispensable center of attention attracts the interest of the researchers to deal with its management from generation to dissemination and ultimately to proper use especially in the field of Science and Technology. A Knowledge Management System (KMS) being an amalgamation of content, experience, and process management; take care of management of knowledge as well as enabling its free flow amongst the employees working in an organization for a common goal. Therefore, the paper is an effort to discuss the concept of Knowledge Management along with a detailed theoretical framework for developing a KM System for any knowledge dealing enterprise. The study can be much helpful which acts as a torch bearer concept for all those organizations especially research institutes that are planning for implementation of such Systems hence lessen their efforts and time.
KP Singh; Devashri K Shastri
Abstract
The purpose of the study is to explore the history and growth of the Indian LIS education system, its sustainability, and describe a critical review of recent UGC proposed Learning Outcomes-based Curriculum Framework (LOCF) syllabi. The formal LIS education which was started before independence with ...
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The purpose of the study is to explore the history and growth of the Indian LIS education system, its sustainability, and describe a critical review of recent UGC proposed Learning Outcomes-based Curriculum Framework (LOCF) syllabi. The formal LIS education which was started before independence with few universities currently witnessed a phenomenal growth of LIS departments/schools in the county. The structured questionnaire and survey methods were used to collect relevant data about availability of various courses and supplemented by searching websites and personal contacts. The findings of the study indicates that that 237 universities/colleges/ polytechnic institutes and professional associations found offering LIS education from six months certificate course to a doctoral research program. The survey revealed that at present B.A. (Hons.), B.Sc. (H), Dip. in LIS (3 years), CLIS, BLIS, MLIS, MLIS (two years integrated), PGDLAN, M. Phil., Ph.D., and D.Litt. courses are available in 31 states and UT of Indian universities/colleges in Library and Information Science. The study also finds that during the span of 20 years (2001-2020) 105 LIS departments came into existence primarily in private universities and colleges. The latest UGC proposed LOCF syllabi for BLIS also examined its acceptability and sustainability as a uniform model curriculum framework for the LIS departments in India, In addition, the study describes key issues, challenges and recommendations to enhance LIS education scenario.
Hamid Reza Mahmoodi; Mohammad Hassanzadeh
Abstract
Purpose: Relatively much research has been done into theorizing and its importance. However, the number of studies related to the understanding of contexts is very negligible and so far no framework has been provided including indicators and evaluation methods. This research has been done with the aim ...
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Purpose: Relatively much research has been done into theorizing and its importance. However, the number of studies related to the understanding of contexts is very negligible and so far no framework has been provided including indicators and evaluation methods. This research has been done with the aim of achieving the indicators related to theorizing and subsequently presenting a formula to measure the potential and theorizing capacity of scientific institutes.Method: Library and field methods have been used to collect information. Data were first collected through a checklist and then through the AHP questionnaire. The questionnaire was distributed among experts and the AHP method was used to analyze the data. Expert Choice software was used to analyze the data obtained from the AHP questionnaire.Findings: The results indicate that the individual index is 9 times more important than the non-individual index in the theorizing process. Pairwise comparison of individual sub-indices showed that "awareness of theorizing" and "research ability” have an equal portion in theorizing. The "coherence of personality traits" is sextuple as important as the "awareness of theorizing”. "Coherence of personality traits" up to sextuple "research ability" can be considered important in the theorizing process. Pairwise comparison of non-individual index sub-indices showed that "communication level" is twice as important as "institutional index level". However, the “effect level" is twice as important as the "communication level". The "communication level" is 7 times more important than the "management index level". The "effect level" can be considered 7 times more important than the "institutional index level". "Institutional index level" is quadruple more important than "management index level". The "effect level" is extremely important compared to the "management index level".Conclusion: Although theorizing is done by a researcher or a group of researchers, ultimately, it is a collective matter, or at least, several components are involved in its formation. Theorizing is a coherent, dynamic, purposeful, and thoughtful practice whose results can lead researchers to recognize the credible generalizable relationship between causes and effects. Finally, the formula Tp= (0.9I + 0.1NI) was presented, which can be used to assess the capacity of theorizing in institutes.
Mehdi Alipour Hafezi
Abstract
Purpose: Library users need to have integrated access to digital library content and services. Preparing these services needs syntactic and semantic interoperability infrastructure. Nowadays most digital library applications syntactically have the ability to exchange with each other. Therefore the purpose ...
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Purpose: Library users need to have integrated access to digital library content and services. Preparing these services needs syntactic and semantic interoperability infrastructure. Nowadays most digital library applications syntactically have the ability to exchange with each other. Therefore the purpose of this paper is to propose semantic integration architecture for digital libraries to enable them to prepare new semantic services for their users.Method: This study was carried out in the following steps: firstly research literature was collected and studied. Studying research literature helps the researcher to prepare a primary version of the checklist to collect data in this study. The next step aimed to survey the semantic interoperability ability of digital library management systems. In this regard, 26 Iranian digital library management systems were studied by the researcher-made checklist in the previous step. The studied digital library management systems have syntactic interoperability functionalities. Then this study’s semantic integration architecture was proposed according to the analysis and results of the study. Finally, the "demonstration" method was used to assess the proposed architecture.Findings: Findings showed that studied digital library management systems focused on textual materials and paid very little attention to other library information resource formats. Moreover, in many cases, the studied digital library systems did not fill the contents of semantically needed metadata fields. On average, they attempt to document metadata fields such as subject and keywords, by existing reference materials such as Library of Congress Subject Headings and subjective thesauruses that they needed.Conclusion: According to the findings, the architecture of the semantic integration model based on the results of this study was proposed with three data, inference machine, and application layers.
Mojtaba Vahidi-Asl; Zohre Jaafari-Far; Faezeh Aghazadeh-Par; Mohsen Haji Zeinolabedini
Abstract
The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways for achieving proper training in order to reach their organizational goals. Nowadays, one of new approaches to realize the training and gaining an effective output ...
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The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways for achieving proper training in order to reach their organizational goals. Nowadays, one of new approaches to realize the training and gaining an effective output is gamification. Many factors can influence the use of this new approach in organizational training. Therefore, the present research seeks to identify and model the factors affecting on success and failure of gamification in organizational training. Accordingly, qualitative research method is used in this research. Also, three processes is conducted to collect data needed to answer the research question. In the first step, semi-structured interview is used to identify the factors affecting on gamification of organizational training. In the second step, the Interactive Management (IM) method is used to identify and extract the most important factors among the identified factors of the previous step. Finally, Interpretive Structural Modelling (ISM) software was used to model the factors and determine the causal relationships among them. The results demonstrate seven important factors which are respectively staff demographic characteristics, availability of infrastructure and facilities, staff information literacy, staff attitudes toward gamification, management attitudes towards gamification, gradual inclusion of gamification in the training process, and rich (learning) content. At the end, the research findings have been discussed.
Mitra Samiei; Reza Rajabali Beglou; Fateme Tak
Abstract
The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried ...
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The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried out based on three major components: gamification, user experience, and digital library services. 164 resources related to the three components have been found. After filtering the resources in three phases, 12 resources in the first phase and 41 resources in the second phase were omitted and the remainder exactly 37 resources which were more closely related to the gamification components in the interaction with the user`s experience of digital library services, were identified, ranked and analyzed.The Findings show that gamification elements for digital library services include: certificate, achievement, membership law, ranking, digital products, signs, status and position, money, lottery, the Boss game, reward, present, feedback, navigation pages, Avatar, score, badges, narratives, prizes and badges collections and finally the results arising from the investigation of these components and analysis of the conceptual connection among them, show that the use of gamification elements for any digital library services develop the components “dynamism” and “gamification stimulants” such as competitiveness, attractiveness, excitement, hopefulness, challenge, victory and, etc in the users and that ultimately leads to the utilization of digital library services and user`s satisfaction.
Mohammad Javad Shooshtari; Hossein Etemadfard; Rouzbeh Shad
Abstract
The widespread deployment of social media has helped researchers access an enormous amount of data in various domains, including the the COVID-19 pandemic. This study draws on a heuristic approach to classify Commercial Instagram Posts (CIPs) and explores how the businesses around the Holy Shrine were ...
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The widespread deployment of social media has helped researchers access an enormous amount of data in various domains, including the the COVID-19 pandemic. This study draws on a heuristic approach to classify Commercial Instagram Posts (CIPs) and explores how the businesses around the Holy Shrine were impacted by the pandemic. Two datasets of Instagram posts (one gathered data from March 14th to April 10th, 2020, when Holy Shrine and nearby shops were closed, and one extracted data from the same period in 2019), two word embedding models – aimed at vectorizing associated caption of each post, and two neural networks – multi-layer perceptron and convolutional neural network – were employed to classify CIPs in 2019. Among the scenarios defined for the 2019 CIPs classification, the results revealed that the combination of MLP and CBoW achieved the best performance, which was then used for the 2020 CIPs classification. It was found out that the fraction of CIPs to total Instagram posts has increased from 5.58% in 2019 to 8.08% in 2020, meaning that business owners were using Instagram to increase their sales and continue their commercial activities to compensate for the closure of their stores during the pandemic. Moreover, the portion of non-commercial Instagram posts (NCIPs) in total posts has decreased from 94.42% in 2019 to 91.92% in 2020, implying the fact that since the Holy Shrine was closed, Mashhad residents and tourists could not visit it and take photos to post on their Instagram accounts.
Mahdi Mohammadi; Mehri Ezadi Yegane
Abstract
Background: The advancement of information technologies has many effects on library services and collection management. Most of the librarians and library managers would like to work in libraries with a focus on modern devices and technologies.Purpose: The purpose of this study is to examine applying ...
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Background: The advancement of information technologies has many effects on library services and collection management. Most of the librarians and library managers would like to work in libraries with a focus on modern devices and technologies.Purpose: The purpose of this study is to examine applying new devices of IOT technologies in different parts of libraries and changing library environments and services according to these new technologies.Method: The present research has been using a library study. In fact, equipping libraries with modern technologies would improve library services and increase users’ satisfaction.Findings: Librarians should be aware of important aspects of IoT in library services. The IoT will continue to affect libraries and their services through the building, collection management, instruction, data security, data mining, and information literacy. In this study, authors try to design a practical model for academic libraries based on IoT devices to improve the quality of services, increase user’s satisfaction and reduce costs.Conclusion: It is expected that this new technology, in addition to improving services, can greatly reduce the additional costs of libraries and help the library get closer to green and environment-friendly libraries.
Masoumeh Babaei; Abolfazl Danaei; Farshad Faezi Razi
Abstract
Purpose: The present article has been written to review studies in the field of social media evolution in human resources and the gaps in this research. This review paper is expected to motivate further research initiatives regarding the role of social media in different HRM practices.Method: The paper ...
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Purpose: The present article has been written to review studies in the field of social media evolution in human resources and the gaps in this research. This review paper is expected to motivate further research initiatives regarding the role of social media in different HRM practices.Method: The paper is based on 98 published papers collected from the Web of Science Database particularly from 1975 to 2021 (up to NOV) using VOSviewer software.Findings: After reviewing the paper contents, the author briefly highlighted the findings. According to studies, the results show that the issue of change has shifted to Transformation 4.0 in Media and HRM 4.0 in recent years. An approach that refers to concepts such as social networking and digital media. The results also show that traditional approaches to social media before 2018 are more related to Communication, Communities, Goals, Behavior, and so on. In recent years, concepts such as Technology, ACTIVISM, INTERNET USE, Facebook, Culture, etc. are related.Conclusion: The author expects that based on the findings; the organizational policymakers can get some practical guidelines regarding the efficient utilization of such a platform. In particular, the media can be a well-established platform for searching for competent employees and creating employer branding. Therefore, more and more research studies should be carried out focusing on this recent issue.
FAIYAZ AHAMMAD; (MRS) NASRIN
Abstract
Introduction: Online learning is a technologically facilitated learning process using web sites, personal computers (PCs), tablet, cell phones, learning management system (LMS), televisions (TVs), radios, computers, mobile phone, laptop, desktop etc. from a remote distance. Online learning has changed ...
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Introduction: Online learning is a technologically facilitated learning process using web sites, personal computers (PCs), tablet, cell phones, learning management system (LMS), televisions (TVs), radios, computers, mobile phone, laptop, desktop etc. from a remote distance. Online learning has changed the learning experience for many learners. Rather than sitting on traditional classroom and taking notes, learners are taking advantage of online classes and other forms of online learning. Online learning allows the widespread distribution of electronic learning materials to many learners simultaneously anywhere and anytime from a remote location. Materials and Methods: This is a questionnaire-based study on online learning and its effects on the teaching and learning process during the COVID-19 pandemic. Investigators collated the samples from different teachers and students with regard to their gender, age, community, location, working streams, qualification and experiences. Results: Based on the results obtained, online-learning has a positive effects on teaching-learning process of the learners. Conclusion: Overall, traditional learning is expensive and takes a long time, and the results can vary. Online-learning offers an alternative that is faster, cheaper, and potentially better. Online-learning has to be implemented and made available to everyone easily.
Kobra Bakhshizadeh Borj; Hamed Nasiri; Ali Akbari
Abstract
Mobile games are getting a lot of attention as a content-based sector of the digital economy. Especially considering "Free with In-App Purchase" as the mainstream business model of these games, designing the right economic structure to monetize the content of mobile games is crucial. However, there is ...
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Mobile games are getting a lot of attention as a content-based sector of the digital economy. Especially considering "Free with In-App Purchase" as the mainstream business model of these games, designing the right economic structure to monetize the content of mobile games is crucial. However, there is limited knowledge about the mechanisms of persuading users to pay for in-game content and most of the studies are merely focused on the revenue models. Due to this knowledge gap, this study attempts to aggregate the game monetization methods into a multi-level classification and focus on identifying the main content monetization mechanics of five genres: Arcade, Sport, Puzzle, Racing, and Platformer/ Runner. For this purpose, interviews were conducted by game design and economics experts about successful mobile games. As a result, a new multi-level classification for mobile games revenue models is proposed which includes monetization via selling core items, selling performance items, and providing supplementary services in addition to retailing and in-game advertising. It also became clear that monetization mechanics for each of these methods vary in different genres and change depending on the type of game. The results of this study can be useful for digital game researchers, designers, and marketeers to structure a better revenue stream.