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HOLLISTER JONATHAN,이지수 건국대학교 GLOCAL(글로컬)캠퍼스 지식콘텐츠연구소 2022 International Journal of Knowledge Content Develop Vol.12 No.-
With growing public, educational, corporate, and governmental interests in the “Metaverse” and 4th Industrial Revolution, virtual, augmented, mixed, or extended reality technologies have seen renewed interest and expanded adoption across contexts. While libraries and librarians have long provided their communities access to information, media, and technology, and are not strangers to virtual worlds, there is little work on whether LIS programs are preparing pre-service librarians to be knowledgeable of VR and related technologies and their applications in libraries and other information organizations. As such, this study employs a selected literature review on how libraries provide and use virtual reality and related technologies in their collections, programs, and services as well as a summative content analysis exploring the inclusion and use of virtual reality and related technologies in the curricula of terminal LIS degree programs in the United States and South Korea. The literature review identified three key, interconnected themes: stakeholder partnerships, content development, and inclusion and accessibility. Findings from the summative content analysis suggest that the level of inclusion of VR and related technologies in terminal LIS programs is low in both the United States and South Korea. Of the few existing courses covering XR technologies, it appears that most cover content development, while fewer address issues related to stakeholder partnerships, and inclusion and accessibility. Recommendations for LIS educators interested in developing courses or training about VR and related technologies in libraries are discussed.
HOLLISTER JONATHAN,이지수,Aaron J. Elkins,Don Latham 한국문헌정보학회 2020 한국문헌정보학회지 Vol.54 No.4
Mental health experts warn the combination of overwhelming amounts of information, economic instability, political discontent, social injustice, and the high infection and death rates of the ongoing COVID-19 pandemic are negatively impacting mental health in ways that may worsen the pandemic and intensify our primal fear of death. Terror Management Theory (TMT) argues that self-esteem and cultural worldviews serve as defenses against the terror of our own mortality. This theory anchor paper introduces TMT to Library and Information Science (LIS) via a selected literature review on TMT’s use in the field of Psychology and an extensive discussion on the conceptual connections to LIS supported with empirical research from related disciplines and contexts. The implications, applications, and usefulness of TMT for LIS research, education, and practice are discussed in relation to the COVID-19 pandemic and other contexts, and a research agenda is proposed.
The Information Worlds of Online Role-Players
HOLLISTER JONATHAN 한국비블리아학회 2020 한국비블리아학회지 Vol.31 No.2
Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.
Normal and Reconstructed Mandibular Condyle Mechanics
Hollister, S.J.,Feinberg, S.E. The Korean Society of Mechanical Engineers 2001 JOURNAL OF MECHANICAL SCIENCE AND TECHNOLOGY Vol.15 No.7
One approach to reconstructing a damaged mandibular condyle is to replace it with a rib graft. This procedure requires removal of the lateral pterygoid muscle. The rib graft has significantly different shape and mechanical properties than the original condyle. These three factors can be expected to alter mandible (jaw) mechanics. We used voxel-based finite element methods to analysis both normal and a simulated reconstructed mandible using data from the US NIH Visible Human Female. Results demonstrated significant differences between normal and reconstructed mandible mechanics. The reconstructed mandible displaced more than the normal mandible. Stresses in the rib graft were 3 to 4 times higher than in a normal mandibular condyle. Stresses in the rest of the mandible were also higher in the reconstructed case. Further analyses are required to determine how each of the alterations in the reconstructed mandible contributes to the difference in reconstructed mandible mechanics.
HOLLISTER JONATHAN,이지수 한국도서관·정보학회 2023 한국도서관정보학회지 Vol.54 No.4
Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.’s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library’s website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.
Jonathan M. Hollister(홀리스터 조나단) 한국도서관·정보학회 2019 한국도서관정보학회지 Vol.50 No.4
Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.