Home Library & Information Science, Book Studies Chapter 10. That obscure object of desire: Facets for film access and discovery
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Chapter 10. That obscure object of desire: Facets for film access and discovery

  • Kathryn La Barre and Rosa Inês de Novais Cordeiro
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Chapters in this book

  1. Frontmatter i
  2. Table of contents v
  3. Introduction to indexing and retrieval of non-text information 1
  4. Part I: Literature reviews and theoretical frameworks
  5. Chapter 1. Precedent or preference? The construction of genre and music recommender systems 15
  6. Chapter 2. Multilingual taxonomy development for ordinary images: Issues and challenges 40
  7. Chapter 3. Access to editorial cartoons: The state of the art 59
  8. Part II: Information behaviour studies
  9. Chapter 4. Information behaviour and music information retrieval systems: Using user accounts to guide design 83
  10. Chapter 5. Seeking what we have yet to know: A user-centred approach to designing music knowledge platforms 111
  11. Chapter 6. Searching for music: End-user perspectives on system features 137
  12. Chapter 7. A user study of moving image retrieval systems and system design implications for library catalogues 160
  13. Part III: Empirical knowledge organization studies
  14. Chapter 8. An exploration of tags assigned to geotagged still and moving images on Flickr 185
  15. Chapter 9. Exploring the effectiveness of ontology based tagging versus free text tagging 212
  16. Chapter 10. That obscure object of desire: Facets for film access and discovery 234
  17. Chapter 11. Designing and visualizing faceted geospatial ontologies from library knowledge organization systems 263
  18. Part IV: Case studies
  19. Chapter 12. Subject indexing of images: Architectural objects with complicated history 287
  20. Chapter 13. An image based retrieval system for engineering drawings 314
  21. Chapter 14. Emotion felt and depicted: Consequences for multimedia retrieval 343
  22. Chapter 15. The critical role of the cold-start problem and incentive systems in emotional Web 2.0 services 376
  23. Chapter 16. Non-textual information in gaming: A case study of World of Warcraft 406
  24. Index 429
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