Emerging Practices in the Cultural Heritage Domain - Social Tagging of Audiovisual Heritage
暂无分享,去创建一个
Lora Aroyo | Johan Oomen | Riste Gligorov | Maarten Brinkerink | Sander Limonard | Annelies van Ees | Lotte Belice Baltussen | Just Vervaart | Kamil Afsar
[1] Lynda Hardman,et al. Supporting subject matter annotation using heterogeneous thesauri: A user study in Web data reuse , 2009, Int. J. Hum. Comput. Stud..
[2] James Surowiecki. The wisdom of crowds: Why the many are smarter than the few and how collective wisdom shapes business, economies, societies, and nations Doubleday Books. , 2004 .
[3] Laura Hollink,et al. Search behavior of media professionals at an audiovisual archive: A transaction log analysis , 2010 .
[4] Christian Wartena,et al. Using Tag Co-occurrence for Recommendation , 2009, 2009 Ninth International Conference on Intelligent Systems Design and Applications.
[5] Jennifer Trant,et al. Tagging, Folksonomy and Art Museums: Results of steve.museum's research , 2009 .
[6] A. Smeulders,et al. A Multidisciplinary Approach to Unlocking Television Broadcast Archives , 2009 .
[7] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[8] Ynze van Houten. Searching for videos : the structure of video interaction in the framework of information foraging theory , 2009 .
[9] Aphra Kerr. The business and culture of digital games Gamework / Gameplay , 1974 .
[10] Johanna D. Moore,et al. Proceedings of the Conference on Human Factors in Computing Systems , 1989 .
[11] Luis von Ahn. Games with a Purpose , 2006, Computer.
[12] Bernardo A. Huberman,et al. The Structure of Collaborative Tagging Systems , 2005, ArXiv.
[13] Lora Aroyo,et al. Towards Integration of End-User Tags with Professional Annotations , 2010 .
[14] Jane Yung-jen Hsu,et al. Tag-Based User Profiling for Social Media Recommendation , 2008 .
[15] Anders Frank. Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context , 2007, DiGRA Conference.
[16] 熊谷 ユリヤ,et al. James Surowiecki, 『The Wisdom of Crowds: Why the Many Are Smarter Than the Few and How Collective Wisdom Shapes Business, Economies, Societies and Nations』, Random House, 5,2004, $24.95 , 2005 .
[17] Corinne Jörgensen,et al. Image Access, the Semantic Gap, and Social Tagging as a Paradigm Shift , 2007 .
[18] M. Hauben,et al. Netizens: On the History and Impact of Usenet and the Internet , 1998, First Monday.
[19] Jonathan. Dovey,et al. Game Cultures: Computer Games As New Media , 2006 .
[20] Paul Trott,et al. Innovation in Arts and Cultural Organisations, Hasan Bakhshi and David Throsby, NESTA INTERIM RESEARCH REPORT 1, December 2009 , 2009 .
[21] D. Weinberger. Everything Is Miscellaneous: The Power of the New Digital Disorder , 2007 .