Library Hi Tech

Papers
(The TQCC of Library Hi Tech is 17. 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 2021-07-01 to 2025-07-01.)
ArticleCitations
Prototyping technology adoption among entrepreneurship and innovation libraries for rural health innovations163
The acceptance and use of smartphones among older adults: differences in UTAUT determinants before and after training90
An approach based on process mining to assess the quarantine strategies' effect in reducing the COVID-19 spread85
Learning efficacy of understanding by design-Internet of Things (UbD-IoT) education integrated with design thinking and computational thinking69
Digital media recording and broadcasting classroom using Internet intelligent image positioning and opinion monitoring in communication68
Research on personal digital hoarding behaviors of college students based on personality traits theory: the mediating role of emotional attachment63
How do online reviews influence answer adoption in virtual Q&A communities? A signaling theory perspective63
Multimedia information retrieval using content-based image retrieval and context link for Chinese cultural artifacts61
Use of infographics as a technology-based information dissemination tool: the perspective of Egyptian public university libraries library staff60
Establishing novel experimental operation teaching by a click-and-mortar environment60
Accessibility services needs of visually impaired patrons in public libraries: a grounded theory study of China58
Designing a branding model for academic libraries affiliated with the Ministry of Science, Research and Technology in Iran57
Comprehensive three-phase bibliometric assessment on the blockchain (2012–2020)52
Characterizing response quantity on academic social Q&A sites: a multidiscipline comparison of linguistic characteristics of questions51
Evaluation of teachers’ information literacy based on information of behavioral data in online learning and teaching platforms: an empirical study of China50
Collective impression management and collective privacy concerns in co-owned information disclosure: the mediating role of relationship support and relationship risk48
Mapping coronavirus research: quantitative and visualization approaches44
Analysis of the critical success factors of mobile animation games based on a consistent fuzzy preference relationship42
Exploring the representation of multiple intelligences (MIs) in self-instructional materials (SIM) materials in the learning management system (LMS)41
Research hotspots and prospects of ethics education of science and technology in China based on bibliometrics41
Measuring reopening readiness: a universal COVID-19 index for US states41
Chinese libraries’ communication influence based on the Douyin communication index40
User experience of digital science and education evaluation platform: identification and analysis of key influencing factors37
Systematic review of MOOC research in mainland China36
Providing a framework for the reuse of research data based on the development dynamic framework of United Nations Development Program (UNDP)36
Exploring the structural relationships between augmented reality quality, perceived value, and psychological well-being in museum applications: a PLS-SEM analysis35
Counterattacking long videos: exploring the characteristics of popular instant videos and roles of producers and viewers33
A novel data quality framework for assessment of scientific lecture video indexing33
Research on the influencing factors of the switching behavior of Chinese social media users: QQ transfer to WeChat33
Help me summarize a book: user continues to use intentions in AI reading assistants from a generative AI quality viewpoint33
Co-designing with library stakeholders: building a national virtual library32
Knowledge mining and graph visualization of ancient Chinese scientific and technological documents bibliographic summaries based on digital humanities32
Predictors of adoption of blockchain technology by academic libraries in Nigeria32
Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II32
Which quality determinants cause MOOCs continuance intention? A hybrid extending the expectation-confirmation model with learning engagement and information systems success31
Bibliometric analysis and science mapping of global scientific publications on technical vocational education training (TVET)31
Impact of academic stress by parent-proxy on parents' learning-support-services: a moderated-mediation model of health anxiety by parents' educational level31
Perceived benefits and post-adoption usage of education management information system30
Motivations of choosing archival studies as major in the iSchools: viewpoint between two universities across the Pacific Ocean29
Editorial: Special selections on contemporary social media and social network research28
Survey and analysis of providers’ demands in scientific data sharing28
What determines learners’ active participation in Metaverse-based learning in an emerging market27
Analysis of interdisciplinary characteristics and knowledge structure from multidimensional perspective: a case study of national fitness topic in China27
Evolution of discussion topics on an online depression self-help group27
Does the venue of scientific conferences leverage their impact? A large scale study on Computer Science conferences26
Book review: Conversations with leading academic and research library directors: international perspectives on library management26
The relation between players' motivation, virtual communities and stickiness in augmented reality games25
The analytic study of librarian-user and importance-satisfaction on the use factor of complex cultural space in library24
MIS faculty collaboration in research and journal publication24
A bibliometric approach to quantitatively assess current research trends in 5G security24
Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context23
Learning behavior in augmented reality–mediated mobile game–based learning23
Bibliometric analyses and network mapping on the smart library in Web of Science from 2003 to 202123
Impact of COVID-19 on reading behaviors and preferences: investigating high school students and parents with the 5E instructional model22
Unleashing the power of AI: a systematic review of cutting-edge techniques in AI-enhanced scientometrics, webometrics and bibliometrics22
The information needs of users in the metaverse communities: a grounded theory study22
Analyzing the role of ICT in bridging the digital divide: a transitional analytical framework for ICT access to impact21
The role of personality traits and the ability to detect fake news in predicting information avoidance during the COVID-19 pandemic21
Exploring the factors influencing users' learning and sharing behavior on social media platforms21
Using augmented reality games to support sustainable development goal learning among young students: a true-experimental study20
The effect of student self-efficacy on learning outcomes in a business simulation mobile game: a quasi-experimental study20
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
Editorial: Special selection on contemporary digital culture and reading19
Investigating the citation advantage of author-pays charges model in computer science research: a case study of Elsevier and Springer19
The impact of student learning aids on deep learning and mobile platform on learning behavior19
Library café or elsewhere: usage of study space by different majors under contemporary technological environment19
Emerging knowledge commons in the public libraries in South Africa18
Data mining analytics investigation on TikTok users' behaviors: social media app development18
Construction of alternate peer teaching method for digital animation game design18
Social media aesthetics as part of academic library merchandising18
User experience research on social robot application18
Exploring individuals’ adoption of COVID-19 contact-tracing apps: a mixed-methods approach18
The effectiveness of mobile learning strategies based on pervasive animated games: an example in a vocational technology college18
Mapping the quantity, quality and structural indicators of Asian (48 countries and 3 territories) research productivity on cloud computing18
Thematic evolution of coronavirus disease: a longitudinal co-word analysis17
Lockdowns during the COVID-19 pandemic among small island developing states and Guam17
Readers’ willingness to participate deeply in library smart reading promotion17
Transitioning from inhibition to contextual emergence: investigating the mechanisms underlying the marginalization of county-level public libraries in China17
The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment17
Innovative use of virtual reality simulation technology for pet health care education: a hybrid system for cardiopulmonary resuscitation training17
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