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Social Computing and Social Media : 16th International Conference, SCSM 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part II / edited by Adela Coman, Simona Vasilache.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Author/Creator:
Coman, Adela.
Contributor:
Vasilache, Simona.
Series:
Lecture Notes in Computer Science, 1611-3349 ; 14704
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Application software.
Artificial intelligence.
Education--Data processing.
Education.
Electronic commerce.
Computer engineering.
Computer networks.
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Artificial Intelligence.
Computers and Education.
e-Commerce and e-Business.
Computer Engineering and Networks.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Artificial Intelligence.
Computers and Education.
e-Commerce and e-Business.
Computer Engineering and Networks.
Physical Description:
1 online resource (407 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
This book constitutes the refereed proceedings of the 16th International Conference on Social Computing and Social Media, SCSM 2024, held as part of the 26th HCI International Conference, HCII 2024, which took place in Washington, DC, USA, during June 29–July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The SCSM 2024 proceedings were organized in the following topical sections: Part I: Designing, developing and evaluating social media; user experience and user behavior in social media; AI and language models in social media; Part II: Social media in learning, education and culture; social media in business and ecommerce; Part III: Computer-mediated communication; social media for community, society and democracy.
Contents:
Intro
Foreword
HCI International 2024 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
16th International Conference on Social Computing and Social Media (SCSM 2024)
HCI International 2025 Conference
Contents - Part II
Social Media in Learning, Education and Culture
Improving the Learning Experience in Ethics Education with Groupware: A Case Study
1 Introduction
2 Research Background
2.1 Ethics Education in Engineering
2.2 Case-Based Learning
3 EthicApp 2.0
3.1 Project Background and Goals
3.2 Features
4 Pilot Study
4.1 Goals
4.2 Hypotheses
4.3 Educational Context and Samples
4.4 Ethical Cases and Learning Designs
4.5 Measures
4.6 Procedure
4.7 Analyses
5 Results
5.1 Student Participation
5.2 Questionnaire
5.3 Students' Experience
5.4 Response Length
5.5 Teacher's Experience
6 Discussion
7 Conclusions and Future Work
References
The Appeal, Efficacy, and Ethics of Using Text- and Video-Generating AI in the Learning Process of College Students: Predictive Insights and Student Perceptions
1.1 The Rationale for a Methodologically Justified Introduction of AI in Education
2 A Case Study: Introducing Generative AI to a Sophomore College Class
2.1 The Process: Introduction
2.2 The Process - Execution
3 Predictions of Generative AI
4 Student Perceptions Regarding the Appeal and Efficacy of Text- and Video-Generating AI in the Learning Process - A Qualitative Analysis
4.1 Fliki and InVideo - Qualitative Research Results
4.2 ChatGPT - Qualitative Research Results
5 Student Perceptions Regarding the Appeal and Efficacy of Text- and Video-Generating AI in the Learning Process - A Quantitative Analysis
5.1 Analysis of the Obtained Results.
6 Conclusion
Appendix 1
Appendix 2
Appendix 3
Appendix 4
A Tale of Academic Writing Using AI Tools: Lessons Learned from Multicultural Undergraduate Students
2 Literature Review
2.1 Exploring the Perceptions of Students and Teachers on the Utilization of AI Tools in Higher Education
3 Exploration of Utilization of AI Tools in Academic Study Skills Classes
4 Academic Writing Using AI Tools and Plagiarism
5 Methodology
6 Results
7 Discussion
8 Conclusion and Recommendations
Using AI Tools to Enhance Academic Writing and Maintain Academic Integrity
2.1 Using Focus Groups to Identify Students' Perceptions of What Constitutes Plagiarism
2.2 Exploring Reasons Students Use AI Paraphrasing Tools in Academic Writing
3 Methodology
4 Results
4.1 Inadequate Vocabulary and Grammar Skills
4.2 Lack of Time Management and Increased Stress Levels and Increased Plagiarism Instances
5 Discussion
6 Conclusion and Recommendations
Investigation on the Use of Mora in Assessment of L2 Speakers' Japanese Language Proficiency
2 Related Works
3 Data Corpus
3.1 Experiment Design
3.2 Experiment Procedures
4 Analysis
4.1 Proficiency Levels of L2 Participants
4.2 Extraction of Mora Durations
4.3 Statistical Analysis of Mora Durations
4.4 Analysis Based on 1D CNN
5 Conclusions
Modeling a Workflow-Based Design Specification for Learning with Flexibility Characteristics, Absence of Deadlocks, and Achievability of Each State in TEL Applications
2 Learning Design &amp
Workflows
3 Educational Modeling Languages
4 Flexible Learning Design Framework
4.1 Hypothesis
4.2 Objectives
4.3 Methodological Framework
5 Results.
5.1 Practical Application of the Design Specification
6 Conclusions
The Edifying Impact of Blending Game-Based Learning with Educational Robotics: A Systematic Review of Empirical Evidence
2 Research Aim, Objectives and Research Questions
3 Educational Profile of GBL-ER
3.1 Game-Based Learning
3.2 Educational Robotics
4 Methodology
4.1 Research Design
4.2 Search Strategy
4.3 Inclusion Criteria
4.4 Exclusion Criteria
4.5 Coding and Data Analysis
5.1 Chronological and Thematic Distribution
5.2 Methodological Approaches Employed in Empirical Research
5.3 Level of Education
5.4 Pedagogical Frameworks
5.5 Robotics Platforms and Games
5.6 Skills Development
5.7 Benefits and Challenges
Verification of Evaluation Model for Speech Proactiveness in Foreign Language Conversations
2 Related Research
2.1 Prosodic Characteristics and Speech Attitude
2.2 Communication Attitude Evaluation
3 System
3.1 Parameters for the Evaluation
3.2 Implementation
4 Verification
4.1 Experimental Purpose
4.2 Experimental Hypothesis
4.3 Experimental Conditions
4.4 Experimental Stimulus
4.5 Evaluation Item
4.6 Experimental Procedure
4.7 Experimental Result
5.1 Limitation of this Study
5.2 Safety in Using the System
6 Conclusion
Evaluating the Student eXperience: A Scale that Includes Cultural Dimensions
2 Experiences and Culture
2.1 User eXperience
2.2 Customer eXperience
2.3 Student eXperience
2.4 Culture
2.5 Evaluating the Student eXperience
3 Developing a Scale for Student Experience Evaluation with Cultural Aspects
3.1 Preliminary Scale
3.2 Refining the Scale Based on Experts' Feedback.
4 Conclusions &amp
Future Work
The Impact of a Mechanism Where a Stacked Book Provides Memories of Its Purchase on Buyer's Interest
2.1 Relationship Between Memory About Items and Attachment to Them
2.2 Conversational Agent Based on Anthropomorphism of Objects
2.3 Our Study
3 Our Proposal
3.1 Design Concept
3.2 Experimental System
4 Experiment
4.1 Purpose and Hypothesis
4.2 Outline of the Experiment
4.3 Day 1: Book Selection and Interview
4.4 Day 2: Experimental Methods and Comparison Conditions
4.5 Day 2: Experimental Bookshelf
4.6 Procedure and Evaluation Items
5.1 Results from Pairwise Comparison Phase
5.2 Results from the Questionnaire in Post Impression Evaluation Phase
7 Conclusion
Professor Experience in Higher Education Institutions, Considering Cultural Factors: A Literature Review
2 Background
2.1 Customer Experience
2.2 Professor Experience
2.3 Culture
3 Research Method
3.1 Research Questions
3.2 Literature Search
3.3 Study Selection Criteria
4 Answering the Research Questions
4.1 What is PX (in HEIs)?
4.2 What Dimensions/Attributes/Factors Influence PX?
4.3 What Methods Are Used to Evaluate PX?
4.4 How Do Cultural Factors Influence PX?
5 Conclusions and Future Work
Academic Assessment: Usability Evaluation of an Integrated Platform for Students with Disabilities
2 Proposal
2.1 Main Functions
2.2 User Interfaces
3 Usability Analysis: Evaluations with Students and Teachers
3.1 Student Evaluation
3.2 Teacher Evaluation
4 Discussion
Teachers' Perspectives on Transatlantic AI Implementation in K-12 and University Classrooms.
1 Introduction
2.1 Brief History of AI in the Classroom
2.2 Uses of AI in the Classroom
2.3 Transatlantic Collaboration in Education
3.1 Participants
3.2 Procedures
3.3 Data Analysis
4.1 Use of AI in the Classroom
4.2 Techniques for Incorporating AI into the Classroom
4.3 Identity and AI
4.4 Conditions for Collaboration
4.5 Challenges to AI Implementation
EPICommunity Platform: Towards an Academic Social Network Designed for Researchers by Researchers
2 EPICommunity Platform Design and Implementation
2.1 Objective and Typical Users
2.2 Software Design Process
2.3 EPIQAssess: Assessment Framework for Researchers
2.4 EPIGame: Gamification Framework for Researchers
2.5 User Roles and Main Tasks
2.6 Implementation Technologies
2.7 System Architecture
3 Usability Evaluation Study
3.1 Methodology
3.2 Results
4 Conclusion
Social Media in Business and eCommerce
Research on Relationship Between Mental Accounting and Consumer Purchase Behavior
1.1 Framing Effect
1.2 Mental Accounting
2 Previous Studies
2.1 Miyatsu and Sato (2015)
2.2 Terui and Dahana(2016)
3 Proposal
3.1 Research Methods
3.2 Model
4 Empirical Analysis
4.1 Data Summary and Model Variables
4.2 Results and Discussion
5 Conclusion
Twitch Consumer Behavior and the Importance of Streaming Habits
Prediction of Consumer Purchases in a Session on an EC Site Considering the Variety of Past Browsing
2.1 Previous Studies
2.2 Limitations of Vieira's Model
3 Proposed Model.
3.1 The Variety of During Session.
Other Format:
Print version: Coman, Adela Social Computing and Social Media
ISBN:
9783031613050
OCLC:
1438949596

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