• 基于用户分群的数字社区消费者多模态特征分析与服务效能提升研究

    Subjects: Agriculture, Forestry,Livestock & Aquatic Products Science >> Other Disciplines of Agriculture, Forestry,Livestock & Aquatic Products Science submitted time 2023-05-08 Cooperative journals: 《农业图书情报学报》

    Abstract: [PurposelSignificance] Muti-modal feafure analysis and service efficiency improvement of digital community consumers willhelp to provide a new vision for the construction of digital intelligent online ccmmunifies and provide new impetus for relevantdepartments to make decisions. In addition, although the curent research on digital consumption inchudes the relevant content of useranalysis, it mainly aims at the fomulation of detailed operation plans, and lacks the analysis of service efficiency improvement of digitalconmunities. On the other hand, the research on user value orientation for online service quality optimization is mostly based on profletechnology, which only considers the difference characterstics of a single target user, and lacks the horizontal comparison and differenceattribution research of omulti-modal features among groups.Based on this, this paper, from the perspective of vatue discovery, achievesclustering by aggregating user profles, analyzes the nulti-modal characteristics of consumer groups in digital communities, andproposes a serice efficiency improvement scheme.[Methodprocess] First, this paper analyzed the target consumers in the dgita1conmunity and established a cluster indicator system Then, users were grouped, and the muli-modal infcrmaticn profile of the targetgroup was restored based on group characteristics and inter-group interaction characterstics.Finally, it proposed the path to improve theefficiency of digital community services.In tems of technical implementation , the data related to consumer activities were extractedfrom the digital community, integrated, cleaned, and distributed to the storage bucket. The clustering indicator system was built throughfeafure mining and existing indicators, and the indicators were mapped to aims, and DBSCAN clustering was canried out on the basis ofusing AP to realize the image. After grouping and naming the characteristics analysis, interaction analysis, and dift and penetrationphenomenon analysis were carried out according to the characteristics of various groups. We extracted various parameters of the designof digital community consumption activities, and buit a decision variable finction to find the optimal behavior equifitrium conditions ofthe digital product supplier, consumer and digital community.Based on this, we built an efficiency improvement tree, and proposedcommunity service efficiency inmprovement stategies at the initial, middle and later stages of consumption activities.[Resuts/Conclusions] The empirical analysis results show that the model in this paper can first generate reascnable and efectiveclustering results, and then realize the classication of group characteristics and the analysis of inter-group infitration and dift. Theclustering results show six types of consumer groups: focus, center, special, sleeping. loss and general groups.Most groups wil haveuser penetraticn, and only general user groups will have inter-group drift. The service efficiency improvement model shows that the mostvaued group is the center and key group. The inadequacy of this study is that the applicatbility of the model to muti-souceheterogeneous data needs to be tested and there is still room for improvement in clustering granularity.

  • 服务国家文化战略推进图书馆、档案馆、博物馆文化资源创意开发

    Subjects: Other Disciplines >> Synthetic discipline submitted time 2023-03-31 Cooperative journals: 《农业图书情报学报》

    Abstract: Various kinds of cultural resources collected in libraries, archives and museums (LAMs) are an important part of the profound and splendid culture that has been created in the development process of China's civilization. Relying on the cultural resources in the collections of LAMs, the creative development of resources is conducive to promoting the creative transformation and innovative development of the excellent traditional Chinese culture. Similarly, it is also the important means to enrich the spiritual and cultural life of the people and to meet the diversified consumer needs. Moreover, it is the inevitable requirement to enhance the service capacity of institutions, improve the service level and enrich the service content. In order to better promote the integration and reference of theory and practice in the creative development of cultural resources in LAMs, and improve the theoretical level and experience of creative cultural research, 7 experts were invited to attend the seminar on relevant theory and practice: (1) To construct cultural creativity with Chinese characteristics: it is suggested that the development of cultural creativity be elevated to the height of serving the national strategy, so that the theoretical research of cultural creativity could be further strengthened, and the relevant research of cultural creativity could be developed as an important interdisciplinary field. (2) Creative development of cultural resources and reproduction of social memory: social memory is not only the core of cultural elements, but also the meaning framework or conceptual framework for understanding the value of cultural creative products. The article puts forward some suggestions and strategies, such as establishing the dialogue and communication mechanism of LAMs, expanding cultural and creative ways of thinking around the reproduction of the form of memory-content-meaning, and focusing on digital humanities to promote the transformation and development of cultural and creative products in LAMs. (3) The creative development of literature resources under the national culture digitization strategy: institutions such as libraries and archives begin to strive for the digital creative transformation of cultural resources, which provides reference for the digital upgrading of the development of creative products of literature resources in our country. (4) Thinking on the development of cultural creative products in museums: museums inherit and disseminate excellent traditional culture through innovative cultural products as the medium, help these products reach consumers and gain wide popularity through various means. This article summarizes the problems in the practice of cultural innovation in museums, and thinks about the road to sustainable development in the future while people are rejoicing in the cultural innovation craze in museums. (5) The practice and thinking of cultural innovation in libraries: based on the analysis of the similarities and differences between libraries and museums in cultural innovation, the paper summarizes the problems in practice and puts forward a new path of cultural innovation in libraries. (6) It is a successful case that the National Library of China conducts cultural and creative development in the way of enterprise operation. Not only does it start innovate ways of protecting and inheriting classics, make classic works come alive, improve the level of utilize classics and realize leapfrog development of cultural and creative works, but also it is of great significance to innovate the ways of library services and enhance the influence and competitiveness of library services. (7) Thinking on the creative development of "Library Gifts" series: the paper summarizes the cases and experiences of "Library Gifts" series' cultural and creative development in the National Library of China, and puts forward some opinions on the development of cultural and creative products by libraries.

  • 图书馆开放数据的游戏化开发路径探析

    Subjects: Other Disciplines >> Synthetic discipline submitted time 2023-03-31 Cooperative journals: 《农业图书情报学报》

    Abstract: [Purpose/Significance] In the information age, galleries, libraries, archives and museums (GlAMs) began to digitize, classify, process and organize their collections, generating network data resources with different degrees of availability, and then opening up the data to the public in various forms. However, the current utilization of libraries' open data is at a low level, resulting in a large amount of data being developed and available online, but rarely accessed and used. In order to improve the social awareness and utilization of open data, international colleagues' experience shows that the gamification development of government open data can promote data reuse. Therefore, this paper presents the method of open data gamification development, trying to activate the vitality of open data and improve the utilization of open data in libraries. [Method/Process] First, through consulting the training materials of Shanghai Library's open data over the years, the introduction of award-winning works, watching the video introduction of some award-winning works, and experiencing some award-winning works in person, this paper analyzes the actual situation of the award-winning projects of the Shanghai Library Open Data Competition. The winning game works in the competition can be roughly divided into three categories: text adventure, role-playing, and knowledge breakthrough. By comparing and analyzing three specific typical cases, the paper summarizes the experience and method of gamification design presented by the current open data in libraries. [Results/Conclusions] Combining the four elements of digital games' mechanics, story, aesthetics, and technology, the gamification development paths of library open data are constructed: 1) to select appropriate narrative tools according to the types of open data, and express the connotation of open data in the form of stories; 2) to personalize its play mechanism according to the characteristics of open data; 3) to display the cultural connotation of open data through the artistic visual presentation; 4) combined with open data content, advanced technology is adopted to improve the experience of players. The method of gamification development of library open data proposed by this paper aims to provide ideas and references for improving the efficiency of library open data development and utilization, so that libraries can not only improve the utilization rate of open data but also make the public better understand and use open data. In addition, due to the limited length of this paper, there is no in-depth research on how to apply the gamification development path proposed in this paper to practice. Moreover, due to the characteristics of large capacity, and diverse levels of granularity, dispersion, and isolation of open data, various problems will inevitably be encountered in the actual development process. Therefore, future research will explore the specific implementation strategies of open data gamification development in combination with the actual situation.