CSCW '16: Computer Supported Cooperative Work and Social Computing Feb 27, 2016-Mar 02, 2016 San Francisco, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
This book constitutes the refereed proceedings of the 29th International Conference on Collaboration Technologies and Social Computing, CollabTech 2023, held in Osaka, Japan, during August 29–September 1, 2023, in hybrid mode. The 8 full papers presented in this book together with 12 short papers were carefully reviewed and selected from 31 submissions. The papers focus on innovative technical, human and organizational approaches to expand collaboration support including computer science, management science, design science, cognitive and social science.
Interaction Design and Children surveys the research on children's cognitive and motor development, safety issues related to technologies and design methodologies and principles. It also provides an overview of current research trends in the field of interaction design and children and identifies challenges for future research.
This is an open access book. The Faculty of Creative Multimedia (FCM), Multimedia University will hold the 3rd International Conference on Creative Multimedia 2023 (ICCM2023) on 26–28 July 2023 (Virtual Conference). ICCM2023 invites prospective authors to take part by submitting research papers in pursuing the vibrant discourse of creative multimedia. ICCM2023 aims to bring together related research scholars, educators, practitioners, policymakers, enthusiasts, fellow students, and design entrepreneurs from various perspectives, disciplines, and fields to share and exchange their research experiences and results on all aspects of arts, design, and creative media technologies. ICCM2023 embraces possibilities, provides an interdisciplinary forum for all stakeholders to present and discuss current trends, innovations, and concerns, as well as practical issues and solutions in the field of creative multimedia. We welcome high-quality research contributions dealing with original and unpublished results on fundamental, conceptual, empirical and experimental work in all areas of arts, design and creative media technologies.
This proceedings LNCS 13521 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June 26 to July 1, 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
This open access handbook describes foundational issues, methodological approaches and examples on how to analyse and model data using Computational Social Science (CSS) for policy support. Up to now, CSS studies have mostly developed on a small, proof-of concept, scale that prevented from unleashing its potential to provide systematic impact to the policy cycle, as well as from improving the understanding of societal problems to the definition, assessment, evaluation, and monitoring of policies. The aim of this handbook is to fill this gap by exploring ways to analyse and model data for policy support, and to advocate the adoption of CSS solutions for policy by raising awareness of existing implementations of CSS in policy-relevant fields. To this end, the book explores applications of computational methods and approaches like big data, machine learning, statistical learning, sentiment analysis, text mining, systems modelling, and network analysis to different problems in the social sciences. The book is structured into three Parts: the first chapters on foundational issues open with an exposition and description of key policymaking areas where CSS can provide insights and information. In detail, the chapters cover public policy, governance, data justice and other ethical issues. Part two consists of chapters on methodological aspects dealing with issues such as the modelling of complexity, natural language processing, validity and lack of data, and innovation in official statistics. Finally, Part three describes the application of computational methods, challenges and opportunities in various social science areas, including economics, sociology, demography, migration, climate change, epidemiology, geography, and disaster management. The target audience of the book spans from the scientific community engaged in CSS research to policymakers interested in evidence-informed policy interventions, but also includes private companies holding data that can be used to study social sciences and are interested in achieving a policy impact.
The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.
Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainment and a collection of emerging and updated theories and models core to the study of media entertainment in the 21st century. Across more than forty chapters and with a diverse and inclusive list of authors, this volume provides a broad-yet-nuanced view into entertainment media and communication scholarship. The contributors explore its foundations, define and extend key concepts and theories through myriad lenses, discuss unique considerations of digital media, and divine future paths for scholarly inquiry.
With the advancement in processing power and storage now enabling algorithms to expand their capabilities beyond their initial narrow applications, technology is becoming increasingly powerful. This highly topical Handbook provides a comprehensive overview of the impact of Artificial Intelligence (AI) on work, assessing its impact on an array of economic sectors, their resulting nature of work, and the subsequent policy implications of these changes.