Back ground and Aim: Experience Management and Tacit Knowledge of organization's employees are considered one of the most important capitals of today's leading companies. This study is done in a company which produces manufacturing bending machine for tube and wire. The quality of after-sales service and the performance of the technicians' regarding to the customers are important in this company. The aim of this study is to identify, retrieve, manage and structure the information, tacit knowledge and experience of technicians in maintenance and after-sales service department for this company in order to propose the best solution to problems.
Methods: The action research and field study methods are used in this work, and, many interviews have been conducted with technicians and engineers of this industry. First, the symptoms and problems are identified and classified. Then data collection, data analysis and classification of problems, symptoms and solutions are made by proposing and standard problem solving ways.
Results: The results of this study include the classifications of major problems and sub-problems, classification of failures and dysfunctions of parts, create the relation among the parts of machines and problems, identification of symptoms, propose the solutions for the occurred problems in selected machines and designing failure forms.
Conclusions: Suitable information processing and knowledge sharing by emphasising on human-computer interaction led the company to better satisfy customers by providing them the best solution. In addition, due to the possibility of standardizing the solutions, it will be also useful for newcomers to reuse them in future diagnostic and problem solving process
Background and Aim: This paper seeks to explore the concepts of the information commons (IC). The paper provides a look at the models and characteristics of the IC. A number of projects of the IC are presented. We will discuss the situation of an existing traditional library. It makes recommendations for converting an existing library space into an IC. A number of Challenges of implementation of the IC are explored
Methods: This is a conceptual paper, so a library study approach was chosen.
Results: Academic libraries have undergone considerable massive changes over the past decade. These changes have faced the directors of libraries with difficulties and challenges in planning of the library activities. It seems that the emergence of the IC is adaptation to the changing role of the academic libraries. The IC is a relatively new concept in the Information and Knowledge Science. The IC is described as a portal through which students and faculty will access the vast amount of information resources in the world and less a place where information is kept, as focus shifts from ownership of information to access to and management of information and smart services. There are centralized access to services and technologies, contact with the users and collaborative learning play an important role.
Conclusion. No one knows what will the academic library of the future look like? Needless to say, it will be a constantly evolving information resource with knowledgeable and skilled staff that provides fast, flexible access to digital and print information resources, fosters scholarly research in a comfortable and supportive environment, and promotes cooperative learning. The IC is a first step in that direction.
Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investigate the concept of gamification and its dimensions in library environment.
Methods: This study used review method as well as comprehensive and systematic study to assess the concept of gamification in accordance with library environment.
Results: The results showed that gamification dimensions could improve the library functions and users’ loyalty. This could help libraries to solve the “engagement crisis”.
Conclusion: Playful engagement is an important approach to help librarians to attract maximum audience in the new information landscape. To achieve this, gamification and its elements can play an important role.
Background and Aim: To determine the relationship between big five personality factors on the behavior of saving information graduate students in Tehran.
Methods: The Correlation method work that was using the 30 a questionnaire and inform behavior questionnaire, a NEO-saving 60 Costa and Mac Carey was required for data collection. The research community, the number of doctoral and master's students 343 formed using a multi-stage cluster sampling method and from Tehran University, tarbiat modares University, Amir Kabir University and universities science research. Karyotype analysis for the results of the statistical test, Pearson and multiple step by step regressions was used.
Results: causes of low neuroticism trait in students getting the time spent for research students; and conversely, to be fitted out attribute increases the information needed to attempt to reach the students cause. Students interested in openness to experience, attribute to the new threads in it increases, and the two new adjectives to be conscientious and agreement as well as in increasing the effective relevance judgment later.
Conclusion. Psychological factors play a role as a character in the information-seeking behavior so that in accordance with the findings of the present study, 31 percent of students based on saving behavior of the notice five factors personality fitted shape. Therefore, academic libraries and information centers in the design of databases and user interfaces it is better to have a special focus on these factors.
Background and Aim: The present study has been done in order to survey contextualized information retrieval behavior by the students of Kharazmi University.
Methods: This is descriptive applied research. Statistical population includes all the students currently studying at the Kharazmi University in the time of research. Sample of research includes 196 students selected by convenience sampling method. In order to collect information a researcher-designed questionnaire was used. The questionnaire’s reliability was 6.82 and its validity was confirmed some university professors. For analyzing data, One- sample T- test and independent samples T test were used.
Results: Results showed that the main efficient factor in information retrieval behavior of students was computer sites of the university. Students obtained their required scientific information through Internet resources via search engines. Their main aim in seeking scientific information was doing their assignments. Students primary aim of seeking scientific information was to collect educational information followed by research information.
Conclusion: The main impediment and problem on the way of information seeking at the university was low internet speed. Also, there was no significant differences between demographic factors (gender, marital status and resident’s status) and information retrieval behavior of students. Only in some research variables we found significant differences.
Keywords: Information retrieval behavior, Context, Students, Kharazmi University.
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