scholarly journals Creating digital libraries: content generation and re-mastering

Author(s):  
S. Simske ◽  
Xiaofan Lin
Author(s):  
Alexander Brodovsky ◽  
Konstantin Sboichakov ◽  
Vladimir Sokolovsky

IRBIS64+ - the new product of IRBIS Library Automation System designed for building and maintaining digital libraries, is introduced. IRBIS64+ new functionality is revealed. New possibilities for users, including those with expanded access right, are described. The IRBIS64+ modules are named.


2011 ◽  
Vol 3 (2) ◽  
pp. 161-162
Author(s):  
Amitkumar Lalitbhai Ghoricha ◽  
Keyword(s):  

Mousaion ◽  
2020 ◽  
Vol 38 (2) ◽  
Author(s):  
Kehinde Abayomi Owolabi ◽  
Basirat.Olubukola Diyaolu ◽  
Nurudeen Adeniyi Aderibigbe ◽  
Mudasiru A Yusuf

The advent of information and communication technologies (ICTs) has revolutionised how library resources are made and transmitted to end-users. It has effectively improved the standard of education and research in tertiary institutions worldwide by providing various essential resources, including e-books, journals and databases. However, it has been observed that students still abstain from making the best usage of the digital library, instead using search engines rather than institutional digital libraries. This study investigated the factors influencing the behavioural intention of postgraduate (PG) students to use electronic information resources (EIRs). The Unified Theory of Acceptance of Technology (UTAUT) model was adopted. A cross-sectional research design was used to assess the factors influencing the use of EIRs. A sample of 362 PG students was determined using a Monte Carlo simulation approach. Data were collected from participants via the administration of 400 copies of the questionnaire. Confirmatory Factor Analysis (CFA) and the Covariance-Based Structural Equation Modelling (CB-SEM) were used to analyse data collected. The findings revealed that performance expectancy (PE) and effort expectancy (EE) were the two constructs that influenced PG students’ behavioural intention to use EIRs. In contrast, social influence (SI) and facilitating condition (FC) did not change the PG students’ behavioural plan to use EIRs. The study recommended the need for adequate training for postgraduate (PG) students on the obligation to accept and use EIRs.


MIS Quarterly ◽  
2017 ◽  
Vol 41 (4) ◽  
pp. 1035-1058 ◽  
Author(s):  
Ni Huang ◽  
◽  
Yili Hong ◽  
Gordon Burtch ◽  
◽  
...  

Język Polski ◽  
2020 ◽  
Vol 100 (3) ◽  
pp. 100-112
Author(s):  
Jakub Bobrowski

The article explores the semantic and pragmatic evolution of the lexical unit "badylarz" (‘vegetable gardener’). The author challenges the generally accepted opinions about its history, making use of data from dictionaries, digital libraries and corpora of the Polish language. It is commonly believed that the word came into existence during the PRL era and belonged to the typical elements of the discourse of communist propaganda. An analysis of the collected data showed that the word "badylarz" existed as far back as the second half of the 19th century. Originally, it was a neutral lexeme, but in the interwar period it became one of the offensive names of class enemies, often used in left-wing newspapers. After the war, negative connotations of the word were disseminated through literature and popular culture. Nowadays, "badylarz" functions as the lexical exponent of cultural memory of communist times.


Author(s):  
Dharambeer Singh

Digital libraries, designed to serve people and their information needs in the same way as traditional libraries, present distinct advantages over brick and mortar facilities: elimination of physical boundaries, round-the-clock access to information, multiple access points, networking abilities, and extended search functions. As a result, they should be especially well-suited for the disables. However, minorities, those affected by lower income and education status, persons living in rural areas, the physically challanged, and developing countries as a whole consistently suffer from a lack of accessibility to digital libraries. This paper evaluates the effectiveness and relevance of digital libraries currently in place and discusses what could and should be done to improve accessibility to digital libraries for under-graduate students.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


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