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11.
介绍国内外网上实时咨询服务的发展情况,探讨网上实时咨询系统的服务功能和实时咨询员的素质要求;概述NSTL 开展网上实时咨询服务的指导思想和服务效果,对租用现成系统(如美国国会图书馆与OCLC合作开发的QuestionPoint系统)与自行开发系统的优缺点进行比较。  相似文献   
12.
[目的/意义] 针对已有虚拟社区知识共享意愿与行为影响因素实证研究结果之间的不一致问题,对该领域相关实证研究加以梳理和再分析。[方法/过程] 利用元分析方法,通过系统收集和虚拟社区知识共享意愿与行为相关的实证研究文献,梳理和识别影响知识共享意愿与行为的关键因素,并通过异质性检验和分组分析,探索不同研究之间存在不一致性的原因,从而检验调节变量的影响。[结果/结论] 研究发现,对知识共享意愿与行为具有显著正向影响的因素分别有10个、14个,其中利他主义和知识共享态度对知识共享意愿的影响最大,结果期望、共同语言、主观规范和身份认同是影响知识共享行为最显著的变量。同时,研究识别了社区类型和研究情境是不同研究异质性的部分来源,具有一定的调节效应。通过梳理和识别知识共享意愿与行为的影响因素和调节因素,可为虚拟社区管理者提供参考,为该领域后续研究提供更好的理论基础。  相似文献   
13.
As academic library collections are moved off site to make room for learning commons-type collaboration spaces, exploratory research processes (e.g. stacks browsing activities) are threatened. Given the range of benefits associated with chance information encounters in the physical book stacks, the disappearance of accessible collections is problematic. Fortunately, by focusing on embodied aspects of the physical browsing experience we can leverage emerging technologies to preserve instances of serendipitous information retrieval. Virtual reality, in this case, provides a browsing platform that allows for the type of search activity typically associated with research in the physical books stacks and preserves the benefits thereof.  相似文献   
14.
Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
15.
Many librarians struggle with how to balance scalable instructional offerings with more personalized instruction for online students—scale tends to come at the cost of personalization and vice versa. This paper will discuss three methods for connecting with online students that range from one-to-one personalization to widely scalable instruction: individual consultations, scaffolded instructional webinars, and asynchronous video tutorials. The student engagement with each type of instruction will be discussed, with ideas for future directions provided.  相似文献   
16.
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students, particularly novices, to identify the various parts of these anatomical structures without additional explanations from a docent or supplemental illustrations. Recently, augmented reality (AR) has been used in many museum exhibits to display virtual objects in videos captured from the real world. This technology can significantly enhance the learning experience. In this study, three AR-based support systems for tours in medical specimen museums were developed, and their usability and effectiveness for learning were examined. The first system was constructed using an AR marker. This system could display virtual label information for specimens by capturing AR markers using a tablet camera. Individual AR markers were required for all specimens, but their presence in and on the prosected specimens could also be obtrusive. The second system was developed to set the specimen image itself as an image marker, as most specimens were displayed in cross section. Visitors could then obtain the label information presented by AR without any markers intruding on the display or anatomical specimens. The third system was comprised of a head-mounted display combined with a natural click interface. The system could provide visitors with an environment for the natural manipulation of virtual objects with future scalability.  相似文献   
17.
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures.  相似文献   
18.
Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
19.
Virtual microscopy (VM) is a widely used teaching method in Medical Education in many developed countries. In Brazil, however, this is not the case for most medical schools, considering Brazilian social inequality and uneven access to technology. Recently, the Covid-19 pandemic has also challenged Universities to seek and make a transition toward more effective methods of full-time online education. Thus, the main goal of this work was to verify student's perception and academic performance, assessed upon VM implementation in a Brazilian Medical School. Ribeirao Preto Medical School students answered a 26-question survey with regards to optical microscopy (OM) and VM. Academic performance was compared between participants that were (year of 2019) or were not (year of 2015) exposed to VM. Taken the results together, subjective impressions such as handling, suitability, learning effectiveness, and pleasure using the tools, have shown a higher score for virtual microscopy (median = 29), when compared to optical microscopy (median = 24) with a P-value < 0.001 by Wilcoxon rank test, upon measurement using an ordinal scale. Regarding academic performance, no statistically significant differences were found between groups (P-value = 0.38, Cohen's d = 0.19). Therefore, VM proved to be adequate to the Brazilian medical education in light of Brazilian social contexts and Covid-19 pandemic.  相似文献   
20.
The use of the internet and social media have changed consumer behavior and the ways in which companies conduct their business. Social and digital marketing offers significant opportunities to organizations through lower costs, improved brand awareness and increased sales. However, significant challenges exist from negative electronic word-of-mouth as well as intrusive and irritating online brand presence. This article brings together the collective insight from several leading experts on issues relating to digital and social media marketing. The experts’ perspectives offer a detailed narrative on key aspects of this important topic as well as perspectives on more specific issues including artificial intelligence, augmented reality marketing, digital content management, mobile marketing and advertising, B2B marketing, electronic word of mouth and ethical issues therein. This research offers a significant and timely contribution to both researchers and practitioners in the form of challenges and opportunities where we highlight the limitations within the current research, outline the research gaps and develop the questions and propositions that can help advance knowledge within the domain of digital and social marketing.  相似文献   
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