Toward a definition of digital object reuse

Ayla Stein Kenfield, Liz Woolcott, Santi Thompson, E. J. Kelly, Ali Shiri, Caroline Muglia, Kinza Masood, Joyce Chapman, Derrick Jefferson, Myrna Morales
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引用次数: 2

Abstract

Purpose The purpose of this paper is to present conceptual definitions for digital object use and reuse. Typically, assessment of digital repository content struggles to go beyond traditional usage metrics such as clicks, views or downloads. This is problematic for galleries, libraries, archives, museums and repositories (GLAMR) practitioners because use assessment does not tell a nuanced story of how users engage with digital content and objects. Design/methodology/approach This paper reviews prior research and literature aimed at defining use and reuse of digital content in GLAMR contexts and builds off of this group’s previous research to devise a new model for defining use and reuse called the use-reuse matrix. Findings This paper presents the use-reuse matrix, which visually represents eight categories and numerous examples of use and reuse. Additionally, the paper explores the concept of “permeability” and its bearing on the matrix. It concludes with the next steps for future research and application in the development of the Digital Content Reuse Assessment Framework Toolkit (D-CRAFT). Practical implications The authors developed this model and definitions to inform D-CRAFT, an Institute of Museum and Library Services National Leadership Grant project. This toolkit is being developed to help practitioners assess reuse at their own institutions. Originality/value To the best of the authors’ knowledge, this paper is one of the first to propose distinct definitions that describe and differentiate between digital object use and reuse in the context of assessing digital collections and data.
探讨数字对象重用的定义
本文的目的是提出数字对象使用和重用的概念定义。通常,对数字存储库内容的评估很难超越传统的使用指标,如点击、查看或下载。这对画廊、图书馆、档案馆、博物馆和存储库(GLAMR)从业者来说是个问题,因为使用评估并没有讲述用户如何与数字内容和对象互动的微妙故事。设计/方法/方法本文回顾了之前的研究和文献,旨在定义在GLAMR环境中数字内容的使用和重用,并建立了该小组之前的研究,设计了一个新的模型来定义使用和重用,称为使用-重用矩阵。本文提出了使用-重用矩阵,该矩阵直观地表示了使用和重用的八类和大量示例。此外,本文还探讨了“渗透率”的概念及其与基质的关系。最后提出了数字内容重用评估框架工具包(D-CRAFT)未来研究和应用的下一步。实际意义作者开发了这个模型和定义,以通知D-CRAFT,博物馆和图书馆服务研究所国家领导资助项目。开发这个工具包是为了帮助从业者在他们自己的机构中评估重用。原创性/价值据作者所知,本文是第一个提出在评估数字集合和数据的背景下描述和区分数字对象使用和重用的不同定义的论文之一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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