Library Hi Tech

Papers
(The TQCC of Library Hi Tech is 16. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-05-01 to 2025-05-01.)
ArticleCitations
An approach based on process mining to assess the quarantine strategies' effect in reducing the COVID-19 spread148
Multimedia information retrieval using content-based image retrieval and context link for Chinese cultural artifacts84
Prototyping technology adoption among entrepreneurship and innovation libraries for rural health innovations82
How do online reviews influence answer adoption in virtual Q&A communities? A signaling theory perspective67
Learning efficacy of understanding by design-Internet of Things (UbD-IoT) education integrated with design thinking and computational thinking62
Research on personal digital hoarding behaviors of college students based on personality traits theory: the mediating role of emotional attachment61
The acceptance and use of smartphones among older adults: differences in UTAUT determinants before and after training60
Digital media recording and broadcasting classroom using Internet intelligent image positioning and opinion monitoring in communication60
Establishing novel experimental operation teaching by a click-and-mortar environment56
Characterizing response quantity on academic social Q&A sites: a multidiscipline comparison of linguistic characteristics of questions54
Accessibility services needs of visually impaired patrons in public libraries: a grounded theory study of China53
Designing a branding model for academic libraries affiliated with the Ministry of Science, Research and Technology in Iran52
Comprehensive three-phase bibliometric assessment on the blockchain (2012–2020)51
Use of infographics as a technology-based information dissemination tool: the perspective of Egyptian public university libraries library staff50
Evaluation of teachers’ information literacy based on information of behavioral data in online learning and teaching platforms: an empirical study of China46
Collective impression management and collective privacy concerns in co-owned information disclosure: the mediating role of relationship support and relationship risk45
Analysis of the critical success factors of mobile animation games based on a consistent fuzzy preference relationship43
Mapping coronavirus research: quantitative and visualization approaches42
User experience of digital science and education evaluation platform: identification and analysis of key influencing factors41
Research hotspots and prospects of ethics education of science and technology in China based on bibliometrics41
A conceptual framework for wisdom-based decision-making process in audit profession39
Measuring reopening readiness: a universal COVID-19 index for US states38
Exploring the structural relationships between augmented reality quality, perceived value, and psychological well-being in museum applications: a PLS-SEM analysis36
Providing a framework for the reuse of research data based on the development dynamic framework of United Nations Development Program (UNDP)36
Exploring the representation of multiple intelligences (MIs) in self-instructional materials (SIM) materials in the learning management system (LMS)35
Counterattacking long videos: exploring the characteristics of popular instant videos and roles of producers and viewers35
Systematic review of MOOC research in mainland China33
Chinese libraries’ communication influence based on the Douyin communication index33
Predictors of adoption of blockchain technology by academic libraries in Nigeria32
Research on the influencing factors of the switching behavior of Chinese social media users: QQ transfer to WeChat32
Co-designing with library stakeholders: building a national virtual library32
A novel data quality framework for assessment of scientific lecture video indexing32
Data replication techniques in the Internet of Things: a systematic literature review31
Help me summarize a book: user continues to use intentions in AI reading assistants from a generative AI quality viewpoint31
Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II31
Bibliometric analysis and science mapping of global scientific publications on technical vocational education training (TVET)31
Which quality determinants cause MOOCs continuance intention? A hybrid extending the expectation-confirmation model with learning engagement and information systems success30
Knowledge mining and graph visualization of ancient Chinese scientific and technological documents bibliographic summaries based on digital humanities30
Impact of academic stress by parent-proxy on parents' learning-support-services: a moderated-mediation model of health anxiety by parents' educational level29
Motivations of choosing archival studies as major in the iSchools: viewpoint between two universities across the Pacific Ocean29
Perceived benefits and post-adoption usage of education management information system29
Editorial: Special selections on contemporary social media and social network research29
Topic analysis of academic disciplines based on prolific and authoritative researchers27
The relation between players' motivation, virtual communities and stickiness in augmented reality games27
Analysis of interdisciplinary characteristics and knowledge structure from multidimensional perspective: a case study of national fitness topic in China26
Book review: Conversations with leading academic and research library directors: international perspectives on library management26
Evolution of discussion topics on an online depression self-help group26
MIS faculty collaboration in research and journal publication26
Survey and analysis of providers’ demands in scientific data sharing25
The analytic study of librarian-user and importance-satisfaction on the use factor of complex cultural space in library25
What determines learners’ active participation in Metaverse-based learning in an emerging market25
Does the venue of scientific conferences leverage their impact? A large scale study on Computer Science conferences24
Learning behavior in augmented reality–mediated mobile game–based learning23
Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context23
A bibliometric approach to quantitatively assess current research trends in 5G security23
Analyzing the role of ICT in bridging the digital divide: a transitional analytical framework for ICT access to impact22
Bibliometric analyses and network mapping on the smart library in Web of Science from 2003 to 202122
The effect of student self-efficacy on learning outcomes in a business simulation mobile game: a quasi-experimental study22
Unleashing the power of AI: a systematic review of cutting-edge techniques in AI-enhanced scientometrics, webometrics and bibliometrics21
Using augmented reality games to support sustainable development goal learning among young students: a true-experimental study21
The structural relationships among spatial presence, situational interest and behavioral attitudes toward online virtual museum navigation: a PLS-SEM analysis20
Hong Kong academic librarians' attitudes toward robotic process automation20
The role of personality traits and the ability to detect fake news in predicting information avoidance during the COVID-19 pandemic20
The information needs of users in the metaverse communities: a grounded theory study19
The impact of student learning aids on deep learning and mobile platform on learning behavior19
Impact of COVID-19 on reading behaviors and preferences: investigating high school students and parents with the 5E instructional model19
Exploring the factors influencing users' learning and sharing behavior on social media platforms19
Investigating the citation advantage of author-pays charges model in computer science research: a case study of Elsevier and Springer18
Toward the dialectical evaluation of online information: the roles of personality, self-efficacy and attitude18
Data mining analytics investigation on TikTok users' behaviors: social media app development18
Editorial: Special selection on contemporary digital culture and reading18
Library café or elsewhere: usage of study space by different majors under contemporary technological environment17
The effectiveness of mobile learning strategies based on pervasive animated games: an example in a vocational technology college17
Social media communication of the scientific and technological literature in emergency under COVID-1917
The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment17
User experience research on social robot application17
Augmented reality technology in the libraries of universities of medical sciences: identifying the application, advantages and challenges and presenting a model17
Emerging knowledge commons in the public libraries in South Africa17
Social media aesthetics as part of academic library merchandising17
Exploring individuals’ adoption of COVID-19 contact-tracing apps: a mixed-methods approach17
Construction of alternate peer teaching method for digital animation game design17
Mapping the quantity, quality and structural indicators of Asian (48 countries and 3 territories) research productivity on cloud computing17
Thematic evolution of coronavirus disease: a longitudinal co-word analysis17
How to improve elderly users' intention to use public digital cultural services: from the perspective of trust16
Transitioning from inhibition to contextual emergence: investigating the mechanisms underlying the marginalization of county-level public libraries in China16
Innovative use of virtual reality simulation technology for pet health care education: a hybrid system for cardiopulmonary resuscitation training16
Lockdowns during the COVID-19 pandemic among small island developing states and Guam16
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