A computer system combining hypertext and database management technologies is shown to be appropriate with the goals of information analysis. Such a system, HENOCH, designed to easily store any SGML document in a relational database, and to make these data accessible via the World Wide Web is exemplified in the particular case where the stored data is the result of clustering and mapping tools on bibliographic data. The software features of this system (genericity, reusability, extensibility) are explained and justified by the use of the SGML tree structure and the encapsulation of creation and manipulation functions of the relational database management system (RDBMS). The interest of WWW-RDBMS-based user interface is demonstrated by two complementary types of navigation for information analysis: an intuitive exploration mode based on the map metaphor and an assisted searching mode based on the "Who does What, and Where, with Whom" metaphor.
La majorité des travaux relatifs à la gestion des connaissances concerne la recherche d’expertise. Quant à littérature scientifique portant sur les folksonomies, elle s’intéresse surtout aux sites grands publics, accessibles sur Internet : les folksonomies enrichies en milieu professionnel sont rarement étudiées. Notre étude porte sur le « social bookmarking » et l’usage de folksonomies dans le cadre du partage des connaissances et de l’information en milieu professionnel. Nous nous intéressons à une folksonomie de groupe déployée chez Ubisoft son éditorialisation ainsi que ses multiples usages, bien que ceux-ci soient complexifiés par la multitude d’outils collaboratifs. C’est pourquoi nous abordons également les limites ainsi que les pistes de développement actuellement envisagées.
Studies on the information practices in a cooperative context are rare. Yet, issues of access, sharing or retention of information are crucial. This study investigates how professionals in a global digital entertainment company define their information source horizon and the factors that influence them. Using Savolainen’s information horizon methodology, we conducted an exploratory study based on interviews organised at the Montreal studio during which our 29 participants had to place their sources of information on mind maps. Quantitative data was collected and analysed on participants' preferences for information sources. We also employed grounded theory techniques to review our interview transcripts using NVivo software. We propose a new categorisation of sources and confirm the typology of Savolainen’s criteria. The results revealed that coopetition and technological contexts shaped information practices of gameworkers. The results of our study on the informational practices of gameworkers could find application in strategic information and knowledge management.
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