<p><span>This two-volume set LNCS 12774 and 12775 constitutes the refereed proceedings of the 13th International Conference on Social Computing and Social Media, SCSM 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pande
Social Computing and Social Media (Lecture Notes in Computer Science)
â Scribed by Adela Coman (editor), Simona Vasilache (editor)
- Publisher
- Springer
- Year
- 2023
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- English
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⌠Synopsis
This two-volume set LNCS 14025 and 14026 constitutes the refereed proceedings of the 15th International Conference on Social Computing and Social Media, SCSM 2023, held as part of the 25th International Conference, HCI International 2023, held in Copenhagen, Denmark in July 2023.
The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions.
The SCSM 2023 conference offers a wide range of topics related to the design, development, assessment, use, and impact of social media.⌠Table of Contents
Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
15th International Conference on Social Computing and Social Media (SCSM 2023)
HCI International 2024 Conference
Contents â Part II
Contents â Part I
Social Computing in Learning in Education
Spinning (Digital) Stories in STEM
1 Narratives and Storytelling
2 Digital Storytelling in STEM
3 Methodology
4 Results/Discussions
4.1 Student Engagement
4.2 Impact on Transferable Skills
4.3 Concerns Around Academic Integrity and Plagiarism
5 Conclusion
References
Flexible Formal Specifications to Design Robust Technology-Enhanced Learning Applications
1 Introduction
1.1 Workflows and EML
1.2 Execution Control and Rules
1.3 Verification and Validation of Flexibility in Learning Designs
1.4 Modelling Workflows and Rules Using Petri-Nets
2 Petri-Nets as a Formalism for Modelling Workflows and Rules
3 Integration of Workflows and Rules
3.1 Formalization
3.2 Execution
3.3 Formalization of Petri-Nets
3.4 Translation
3.5 Implementing the Formalization
3.6 Validation and Correction
4 Validating the Proposal
4.1 Instance for the Integrated Framework for Workflows and Rules
4.2 Instance of the Validation Model
4.3 Defining Alternative Situations
4.4 Test Cases
4.5 Results
4.6 Detection of Deadlocks
4.7 Reachability Analysis and LTL
5 Conclusions
References
From Internet Celebrity to Teacher â The Evolutionary Challenge of Design Courses
1 Introduction
2 Literature Review
2.1 YouTube for Knowledge Acquisition
2.2 Knowledge Classification and Sharing
2.3 The SECI Model of Knowledge Transfer
3 Methodology
4 Research Results
4.1 Learning Habits and Characteristics of Design Students
4.2 Differences in Knowledge Transfer Between Physical Courses and YouTube
4.3 Feedback on the Application of the Knowledge Transfer Model of YouTube Influencers to Design Courses
5 Results and Discussion
References
What Does It Take to Develop Critical Thinking? The Case of Multicultural Students in a Digital Learning Platform
1 Introduction
2 Literature Review
2.1 Defining Critical Thinking in Academic Writing Classes
2.2 Exploring the Diversity of Worldviews Through the Use of Online Discussion Boards
2.3 Development of Critical Thinking Through Discussion Forums
3 Methodology
4 Results
5 Discussion
6 Conclusion and Recommendations
References
Theory of Planned Behaviour in Higher Education: Exploring the Perceptions of Multicultural ESL Students About Cheating
1 Introduction
2 Literature Review
2.1 Exploring ESL Learning and Teaching Based on the Theory of Planned Behaviour (TPB)
2.2 Exploring Angles of ESL Student Active Participation Based on the Theory of Planned Behaviour (TPB)
3 Research Methodology
3.1 Description of the Instrument
3.2 Measures
3.3 Data Collection Procedures
4 Results
4.1 Characteristics of the Sample
4.2 Descriptive Statistics
5 Discussion
6 Concluding Remarks
References
Exploring the User Experience and Effectiveness of Mobile Game-Based Learning in Higher Education
1 Introduction
2 Related Work
2.1 Game-Based Learning
2.2 Mobile Game-Based Learning
2.3 Challenges and Gaps in Game-Based Learning
3 Mobile Game-Based Learning with aMazeChallenge
3.1 Learning Objectives
3.2 Features
3.3 Game Rules and Components
3.4 Programming and Code Execution
4 Research Methodology
4.1 Study Context and Participants
4.2 Data Gathering
4.3 Study Results
5 Discussion of the Findings
5.1 User Experience with mGBL
5.2 Engagement Effectiveness
5.3 Technological Readiness
6 Conclusion
References
Strategy Based on Agile Methodology to Improve Communication on Digital Platforms (Social Networks) of Higher Education Institutions
1 Introduction
2 Materials and Methods
3 Results
3.1 Student Outcome Stage
3.2 Professors Results Phase
3.3 Strategy Development
4 Conclusions and Discussions
References
Towards Well-Being and Inclusion in the Educational System: A Preliminary Methodology for Evaluating Student eXperience Considering Cultural Factors
1 Introduction
2 Theoretical Background
2.1 Customer eXperience (CX)
2.2 Student eXperience (SX)
2.3 Culture
3 Student eXperience Evaluation Methodology
3.1 Study Limitations
3.2 Student eXperience Model
3.3 Preliminary SX Evaluation Methodology
4 Conclusions and Future Work
References
Teaching and Learning in the New Normal: Responding to Studentsâ and Academicsâ Multifaceted Needs
1 Introduction
2 Research Background and Related Work
2.1 Academicsâ Perspectives and Experiences
2.2 Studentsâ Perspectives and Experiences
2.3 Juxtapositions in Academicsâ and Studentsâ Experiences and Perspectives
3 Synthesis of Findings and Recommendations
3.1 Mental and Emotional Support and Wellbeing Education
3.2 Embracing Equality, Diversity, and Inclusion in Education
3.3 Upskilling for Addressing Multifaceted Needs
3.4 Microlearning, Actionable Feedback, and Authentic Assessment
3.5 Digital Transformation in Education
4 Conclusion
References
Virtual Clinic â AI Used in the Teaching of Medical Interviews, Diagnosis, and Treatment Planning
1 Introduction
2 Virtual Clinic
2.1 Patient Zone
2.2 Disease Unit Wizard
2.3 Physical Examination Module
2.4 Examination Module
3 Research and Development
4 Novelty
5 Benefits
6 Summary
References
Embedding Brainstorming Tasks in Twitter
1 Introduction
2 Related Works
2.1 Idea-Generation Support
2.2 Support for Effective Use of Unproductive Time in Daily Life
3 Approach
3.1 Embedding Ideation Tasks on Twitter
3.2 How to Select Tweets to Embed Tasks
3.3 Web Application for Idea Input
4 Experiment
4.1 Participants
4.2 Idea-Generation Task
4.3 Experimental Design
5 Result
5.1 Daily Questionnaire
5.2 Post Questionnaire
6 Discussion
7 Conclusion
References
Understanding Public Perceptions of K-12 Computational Thinking Education Through an Analysis of Quora
1 Introduction
2 Related Work
2.1 CT, Computer Science, Coding, and Programming
2.2 Stakeholdersâ Perspectives on CT Education
2.3 Quora Analysis
3 Methodology
3.1 Data Collection
3.2 Data Analysis
4 Findings
5 Discussion
6 Conclusion
References
Social Computing for Well-Being and Inclusion
Model to Design Affective Conversational Interfaces to Support the Mental Health
1 Introduction
2 Background
2.1 Conversational UX Designing
2.2 Affective Conversational Interfaces (ACI)
2.3 Emotions
3 UX Model for Affective Conversational Interfaces
References
Online Dyslexia Intervention via Technology Support; Study in Greece
1 Introduction
2 MaterialsâMethods
2.1 Methods of Writing
2.2 Methods for Spelling
2.3 Methods for Reading
2.4 Intervention Method
3 Results
4 Discussion
4.1 The Advantages of Distance Learning
4.2 The Advantages of Skype for Dyslexic Learners
4.3 The Disadvantages of Distance Learning
5 Conclusion
References
LexiaQuest: Exploring the Feasibility of a NLP-Based Screening Tool for Dyslexia Using Virtual Reality
1 Introduction
2 Related Work
2.1 Objectives
2.2 Storyline
3 Methodology
3.1 Natural Language Processing
3.2 Speech Classification
4 Results
4.1 Social VR
5 Conclusion
References
Immersion and Presence in Virtual Reality Applications for Physical Therapy and Upper Limb Rehabilitation
1 Introduction
2 Related Work
2.1 Immersion and Presence in VR
2.2 VR Design Considerations in Therapy
3 Conceptual Design of VR in Upper Limb Therapy
3.1 Framework for VR Design Space in Therapy and Rehabilitation
3.2 Use Case: Upper-Limb Physical Therapy in Mo3awen
4 Design Considerations for Immersion and Presence in VR Applications for PT and OT
4.1 Technological Considerations for Immersion and Presence
4.2 Methodological Design Considerations
5 Conclusion
References
Reflection: AÂ Mirror Therapy VR Rehabilitation Prototype
1 Introduction
2 Related Work
2.1 Technology in Post-stroke Rehabilitation
2.2 Virtual Reality (VR) in Post-stroke Rehabilitation
2.3 VR in Mirror Therapy for Stroke Rehabilitation
3 Human-Centered Design of VR Therapy
4 Conclusion
References
Development and Usability Evaluation of an Application for Language Literacy of Spanish-Speaking Children with Autism Spectrum Disorder
1 Introduction
2 Teleo: A Web Application to Support the Teaching of Literacy in Spanish-Speaking Children with ASD
2.1 Adoption of a User-Centered and Agile Development Process
2.2 Interfaces
3 Web Application User Experience Evaluation
3.1 Trial Participants
3.2 Tasks
3.3 Procedure
3.4 Quantitative Evaluation
3.5 Qualitative Evaluation
4 Discussion
5 Conclusion and Future Works
References
A Mobile Application to Dynamically Design Activities to Promote Personal Autonomy in Children with Autism Spectrum Disorder: A Usability Evaluation
1 Introduction
2 An Accessible and Easy-To-Use Technological Proposal to Promote Personal Autonomy in Children with Autism Spectrum Disorder
2.1 Activity Design
2.2 Main Interfaces
3 A Usability Evaluation of TEAutonomĂa
3.1 Usability Evaluation with ASD Specialists
3.2 Usability Evaluation with Children with ASD and Their Caregivers/Relatives
4 Discussion
5 Conclusion and Future Works
References
Reality Pregnancy and the Online Recolonization of the Female Body
1 Introduction
2 Background
2.1 Reality TV
2.2 Colonization, Decolonization, and Recolonization
2.3 Image-Making
2.4 Pregnancy on Reality TV
2.5 Objectives
3 Methods
4 Results
4.1 Partial Least Squares Model
4.2 Engagement Rate
4.3 Image-Making Process
4.4 Medical Model
5 Discussion
5.1 Engagement Rate
5.2 Limitations
5.3 Future Work
6 Conclusion
References
Social Computing in the Pandemic and Post-pandemic Era
Leveraging Nodal and Topological Information for Studying the Interaction Between Two Opposite Ego Networks
1 Introduction
2 Related Work
3 Our Methodology
3.1 Data Collection and Influencers Selection
3.2 Construction of the Propagation Directed Network
3.3 Machine Learning Models for Detecting Changes in User Opinion
4 Experimental Results
4.1 Characteristics of the Propagation Network
4.2 Sentiment Analysis
4.3 Machine Learning Models for Detecting Changes in User Opinion
5 Conclusion and Perspectives
References
Change in Social Media Use for Learning Among Japanese Internet Users During the COVID-19 Pandemic
1 Introduction
2 Background and Significance
3 Methods
3.1 Research Questions and Research Design
3.2 Description of the Variables
3.3 Statistical Analysis
4 Result and Limitation
References
Anonymous COVID-19 Channel on Jodel: A Quantitative Content Analysis
1 Introduction
2 Background
3 Research Questions
4 Methods
4.1 Data
4.2 Content Categories
4.3 Analysis
5 Results
5.1 RQ1a. In Which Way Do Jodel Users Use the Corona Channel?
5.2 RQ1b. What Do Jodel Users Communicate About in the Corona Channel?
5.3 RQ2. What Are the Thematic Differences in the Corona Channel?
6 Discussion
6.1 RQ1a. In Which Way Do Jodel Users Use the Corona Channel?
6.2 RQ1b. What Do Jodel Users Communicate About in the Corona Channel?
6.3 RQ2. What Are the Thematic Differences in the Corona Channel?
7 Conclusion
References
Analyzing User Communication on Mainstream and Alternative Social Media Platforms Using Natural Language Processing: A Case Study on the COVID-19 Pandemic
1 Introduction
2 Related Work
3 Data and Problem Statement
3.1 Data
3.2 Preprocessing
3.3 Research Questions
4 Analysis and Discussion
4.1 Word Collocation Analysis
4.2 Topic Modeling
4.3 Text Analysis
4.4 Shared Links Analysis
4.5 Perspective Analysis
4.6 Sentiment Analysis
4.7 Discussion
5 Conclusion
References
Adapting the Networking During Infectious Diseases Model'' (NIDM) for Science Communication Using Julia and Genie
1 Introduction
2 Background
2.1 Science Communication
2.2 The Networking During Infectious Diseases Model (NIDM)
3 Method
3.1 Sketches
3.2 Static Prototypes
3.3 Evaluation
4 Results
4.1 Insights from the Evaluation
4.2 Interactive Prototype
5 Conclusion
References
A Scale to Evaluate the Post-pandemic Tourist Experience in ValparaĂso
1 Introduction
2 Experiences and Tourism
2.1 User eXperience
2.2 Costumer eXperience
2.3 Tourism eXperience
2.4 Evaluating the Post-pandemic Tourism eXperience
2.5 Developing a Scale for Tourist Experience Evaluation in ValparaĂso
2.6 The Preliminary Scale
2.7 Refining the Scale Based on Expertsâ Feedback
2.8 Validating the Scale Through a Pilot Test
2.9 Applying the Scale: A Survey
3 Conclusions and Future Work
References
Making Assumptions Transparent: Iterative Exploratory Modeling as a Stepping Stone for Agent-Based Model Development
1 Introduction
2 Preliminaries
2.1 Use Cases of ABM
2.2 Epidemiological Basics
2.3 Social Networks
2.4 Research Question and Assumptions
3 Iterative Exploratory Modeling
3.1 Model
4 Summary of Results and Discussion
4.1 Discussion
4.2 Benefits of Simple Models
4.3 Verification of Assumptions
5 Outlook and Further Work
5.1 Further Iteration Steps
5.2 Outlook
References
Characterizing Usersâ Propensity to Misinformation Engagement During COVID-19 Based on the Five Factor Model of Personality
1 Introduction
2 Literature Review
2.1 Factors Contributing to Usersâ Misinformation Engagement Behavior
2.2 Personality and Usersâ Information Behavior on Social Media
3 Theoretical Analysis and Research Hypotheses
3.1 Personality Traits of Information Receivers and Their Misinformation Engagement on Social Media
3.2 Usersâ Social Characteristics and Their Misinformation Engagement on Social Media
3.3 Interaction Effects of Personality Traits on Misinformation Engagement
4 Methods
4.1 Data Collection
4.2 Measurements
4.3 Data Analysis
5 Results
5.1 Descriptive Statistics
5.2 Main Effects of Social Characteristics and Personality on Misinformation Engagement
5.3 Interaction Effects of Personality on Misinformation Engagement
6 Discussion and Conclusion
References
Advancements in the Design and Evaluation of Social Computing Platforms
Evaluating a Spoken Argumentative Dialogue System
1 Introduction
2 Related Work
3 Architecture of ADS
3.1 Dialogue Framework and Model
3.2 Interface and NLU Framework
4 User Study Setting
5 Results and Discussion
6 Conclusion and Future Work
References
Development of New Moral Foundation Vignettes for Unethical Behavior Against Whistleblowers
1 Introduction
2 Theoretical Background
2.1 Moral Foundation Theory
2.2 Moral Foundation Questionnaire: Introduction, Extensions, and Criticism
3 Method
4 Results
5 Discussion and Conclusion
References
Usability Evaluation Techniques for Virtual Environments: An Exploratory Study
1 Introduction
2 Related Work
3 Research Method
3.1 Research Questions
3.2 Define the Search Strategy
3.3 Formation of the Search String
3.4 Inclusion and Exclusion Criteria
3.5 Select the Studies
4 Results and Discussion
4.1 Usability Evaluation Techniques
4.2 Problems and Challenges in Applying Usability Evaluation Techniques
4.3 Evaluated Extended Reality Environments
5 Validity Threats
6 Conclusions
Appendix A: Primary Studies
ReferencesI Love You, My Dear Friend'': Analyzing the Role of Emotions in the Building of Friendships in Online Fanfiction Communities
1 Introduction
2 Related Work
2.1 Emotional Expression in Online Communities
2.2 Identifying Emotional Expression in Online Communities
2.3 User Participation in Online Fanfiction Communities
3 Methods
3.1 Defining Levels of Engagement in Fanfiction Communities
3.2 Data Collection
3.3 Forming the Taxonomy of Emotion Codes
3.4 Applying the Taxonomy of Codes to the Data
3.5 Adjusted Character Count (ACC)
4 Findings
4.1 Defining Connections
4.2 Defining Relationships
4.3 Defining Friendships
5 Discussion
5.1 Traversing Across Connections, Relationships and Friendships
5.2 Building Connections, Relationships and Friendships
5.3 Contextual Importance of Negative Emotions
5.4 Accounting for Unequal Bond Strengths Between Members
5.5 Implications for Distributed Mentoring
6 Conclusion
References
Reducing Stress Through Formative Assessments: A Case of the Digital Platform
1 Introduction
2 Literature Review
2.1 Digital Technology from the Lenses of Multicultural Undergraduate Students
2.2 Digitalizing Assessments in Higher Education
2.3 Reducing Multicultural Students Stress Through Formative Assessments
3 Methodology
4 Results
5 Discussion
6 Conclusion and Recommendations
References
Examining the Effectiveness of a Robotic-Human-Machine-Interface on Sleepiness During Highway Automated Driving
1 Introduction
2 Method
2.1 RHMI Prototype
2.2 Participants
2.3 Experimental Protocol
3 Results
3.1 Qualitative Results
3.2 Quantitative Results
4 Discussion
4.1 Limitations and Future Work
5 Conclusion
References
Negotiating on Social Media â Creating and Claiming Value While Establishing a Valuable Relationship
1 Introduction
2 Theoretical Background
2.1 Negotiation
2.2 Subjective Value in Negotiations
2.3 Computer-Mediated and Social Media Negotiation
3 Taylor Swift vs. Music Streaming Services
3.1 Taylor Swiftâs Standpoint or the Framework for Negotiations
3.2 Taylor Swift vs. Spotify
3.3 Taylor Swift vs. Apple
4 Conclusion
References
âTheyâre Not Riskyâ vs âIt Can Ruin Your Whole Lifeâ: How Parent-Child Dyads Differ in their Understandings of Online Risk
1 Introduction
2 Related Research
2.1 Youth Online Risk-Taking
2.2 The Developmental Role of Risk
2.3 The Role of Parents in Youth Online Behavior
3 Methods
3.1 Recruitment and Participants
3.2 Instruments
3.3 Procedure
3.4 Data Analysis
4 Results
4.1 How Do Youth Define and Understand Online Risk?
4.2 How Do Parents Understand Youth Online Risk-Taking, and What is the Alignment Between Youth and Parent Understandings?
4.3 What is the Perceived Role of Parents in Youth Online Risk-Taking Knowledge and Behavior?
5 Discussion
5.1 Implications
6 Limitations
7 Conclusion
References
Verification of the Effects of Voice and Personalized Disaster Information from an Agent on Awareness that Disaster is Relevant to Oneself
1 Introduction
2 Information Expressions of Evacuation Alerts
2.1 Assumed Disaster Situation and Our Previous Study
2.2 Text Content of Evacuation Alerts
2.3 Information-Delivery Method
3 Content of Experiment
3.1 Experiment Outline
3.2 Evacuation Alert System Used in the Experiment
3.3 Experimental Procedure
4 Results of the Experiment
4.1 Questionnaire Results
4.2 Discussion
5 Conclusion
References
Author Index
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