Leveraging generative intelligence in digital libraries : Part II / towards human-machine collaboration : 25th International Conference on Asia-Pacific Digital Libraries, ICADL 2023, Taipei, Taiwan, December 4-7, 2023, proceedings. Dion H. Goh, Shu-Jiun Chen, Suppawong Tuarob, editors.

This two-volume set LNCS 14457 and LNCS 14458 constitutes the refereed proceedings of the 25th International Conference on Asia-Pacific Digital Libraries, ICADL 2023, held in Taipei, Taiwan, during December 4-7, 2023. The 15 full, 17 short, 2 practice papers and 12 poster papers presented in this vo...

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Bibliographic Details
Corporate Author: International Conference on Asia-Pacific Digital Libraries Taipei, Taiwan
Other Authors: Goh, Dion (Editor), Chen, Shu-Jiun (Editor), Tuarob, Suppawong (Editor)
Format: eBook
Language:English
Published: Singapore : Springer, [2023]
Series:Lecture notes in computer science ; 14458.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Intro
  • Preface
  • Organization
  • Contents - Part II
  • Contents - Part I
  • Design and Evaluation
  • Development of the Polyglot Asian Medicine Knowledge Graph System
  • 1 Introduction
  • 2 Knowledge Graph Technologies Used
  • 3 Designing the Knowledge Graph
  • 4 Interface Design and Knowledge Graph Visualization
  • 5 Conclusion
  • References
  • Understanding iPusnas User Experience Among Students, Workers, and Housewives
  • 1 Background
  • 2 Literature Review
  • 2.1 iPusnas
  • 2.2 User Experience and Usability
  • 2.3 Usability Testing
  • 2.4 User Experience Questionnaire (UEQ)
  • 2.5 System Usability Scale (SUS)
  • 3 Methodology
  • 4 Result
  • 4.1 Demographic Data
  • 4.2 Quantitative Result
  • 4.3 Qualitative Findings
  • 5 Discussion
  • 5.1 Main Findings
  • 5.2 Research Implication
  • 5.3 Recommendation
  • 5.4 Limitations and Recommendations
  • 6 Conclusion
  • References
  • Personalized Treasure Hunt Game for Proactive Museum Appreciation by Analyzing Guide App Operation Log
  • 1 Introduction
  • 2 Related Work
  • 2.1 Treasure Hunt Game in Education
  • 2.2 Gamification in Museum
  • 2.3 Personalization of Museum Experience
  • 3 Personalized Treasure Hunt Game Generation
  • 3.1 System Overview
  • 3.2 Estimate Player's Interest from Operating Log
  • 3.3 Ranking Treasure Candidates by Generating Quizzes with Templates
  • 3.4 Design to Facilitate Gamification
  • 4 Evaluation
  • 4.1 Evaluation Task
  • 4.2 Compared Methods
  • 4.3 Experimental Result
  • 5 Discussion
  • 6 Conclusion
  • References
  • Creating Digital LAM Content for Schools: Modelling User Involvement in Multi-organisational Context
  • 1 Introduction
  • 2 Conceptual Background
  • 2.1 User-Centred Content Creation
  • 2.2 The Impact of the Networked Nature of a Meta-organisation for Design Activities
  • 3 Context of the Study, Data and Methods
  • 3.1 Context of the Study: Creating LAM Content for Education
  • 3.2 Process and Participants
  • 3.3 Methods
  • 4 Results
  • 5 Discussion
  • 5.1 Reliability and Limitations
  • 5.2 Proposals for Future Work
  • 6 Conclusions and Recommendations
  • References
  • Using Information System Success Model to Explore Graduate Students' Satisfaction and Individual Impact Toward the Use of National Digital Library of Theses and Dissertations in Taiwan
  • 1 Introduction
  • 2 Research Method
  • 3 Findings
  • 4 Conclusion
  • References
  • Digital Archives and Data Management
  • Emerging Trends in Content Management Systems (CMSs) for Library Websites: A Study of Selected Academic Libraries in the Philippines
  • 1 Introduction
  • 2 Related Literature
  • 2.1 Websites for Communication and Its Management in Libraries
  • 2.2 Content Management Systems for Library Website Management
  • 2.3 Challenges of Using CMS
  • 3 Methodology
  • 4 Results and Discussion
  • 4.1 Profile of Academic Libraries
  • 4.2 CMS Profile of Libraries
  • 5 Conclusion
  • References