Online Communities and Social Computing: Second International Conference, OCSC 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, ProceedingsDouglas Schuler Springer, 24 ส.ค. 2007 - 526 หน้า The 12th International Conference on Human-Computer Interaction, HCI Inter- tional 2007, was held in Beijing, P.R. China, 22-27 July 2007, jointly with the Symposium on Human Interface (Japan) 2007, the 7th International Conference on Engineering Psychology and Cognitive Ergonomics, the 4th International Conference on Universal Access in Human-Computer Interaction, the 2nd International Conf- ence on Virtual Reality, the 2nd International Conference on Usability and Inter- tionalization, the 2nd International Conference on Online Communities and Social Computing, the 3rd International Conference on Augmented Cognition, and the 1st International Conference on Digital Human Modeling. A total of 3403 individuals from academia, research institutes, industry and g- ernmental agencies from 76 countries submitted contributions, and 1681 papers, judged to be of high scientific quality, were included in the program. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation th- oughly cover the entire field of Human-Computer Interaction, addressing major - vances in knowledge and effective use of computers in a variety of application areas. This volume, edited by Douglas Schuler, contains papers in the thematic area of Online Communities and Social Computing, addressing the following major topics: • Designing and Developing On-line Communities • Knowledge, Collaboration, Learning and Local On-line Communities |
จากด้านในหนังสือ
ผลการค้นหา 6 - 10 จาก 64
หน้า 22
... mean by sustainability and re-iterate a rubric and a framework we have developed for understanding how sustainability can be considered as a factor in design with the materials of interactive technologies. As a unique contribution of ...
... mean by sustainability and re-iterate a rubric and a framework we have developed for understanding how sustainability can be considered as a factor in design with the materials of interactive technologies. As a unique contribution of ...
หน้า 25
... means, and specifically not that design critique is the only method that interaction designers should employ. An inventory of general design methods from the critical view of design in the context of information technologies is ...
... means, and specifically not that design critique is the only method that interaction designers should employ. An inventory of general design methods from the critical view of design in the context of information technologies is ...
หน้า 26
... means of sorting through such complexities. The items of the rubric are: disposal, salvage, recycling, remanufacturing for reuse, reuse as is, achieving longevity of use, sharing for maximal use, achieving heirloom status, finding ...
... means of sorting through such complexities. The items of the rubric are: disposal, salvage, recycling, remanufacturing for reuse, reuse as is, achieving longevity of use, sharing for maximal use, achieving heirloom status, finding ...
หน้า 27
... Means. of. Design. Critique. In [3], we give many examples of design criticism applications of the rubric described in section 3. We conclude this essay by sketching how the rubric and principles can be used in a critical design sense to ...
... Means. of. Design. Critique. In [3], we give many examples of design criticism applications of the rubric described in section 3. We conclude this essay by sketching how the rubric and principles can be used in a critical design sense to ...
หน้า 32
... means of eligibility to issue usability bugs. For the conclusion part, we have explored possible ways to achieve a ... mean it should suffer from usability” paradigm. End users, developers and D. Schuler (Ed.): Online Communities and ...
... means of eligibility to issue usability bugs. For the conclusion part, we have explored possible ways to achieve a ... mean it should suffer from usability” paradigm. End users, developers and D. Schuler (Ed.): Online Communities and ...
เนื้อหา
3 | |
12 | |
22 | |
32 | |
41 | |
Identified Activities and Relationship Groups | 50 |
Social Information Foraging and Social Search | 60 |
First Design of a Ubiquitous System for Affective Bonding and Support with Family and Friends | 70 |
Tracing Conceptual and Geospatial Diffusion of Knowledge | 265 |
The Differences Between the Influences of Synchronous and Asynchronous Modes on Collaborative Learning Project of Industrial Design | 275 |
SelfAwareness in a Computer Supported Collaborative Learning Environment | 284 |
The Aesthetic Element of Programming in the Computer Based Media Art | 292 |
Concepts and Methods for Community Technology Research | 301 |
Parapraxis of Machine Design and Use | 315 |
Investigating Multi User Dimension Gamers from the USA | 324 |
Effects of Social Feedback on Communication Activity in Online Multiplayer Videogames | 334 |
Collective WishMaking and Social Cohesion | 80 |
A CaseBased Approach | 86 |
Presentation Desire of Digital Identity in Virtual Community | 96 |
Grand Challenges in Design Research for Human Centered Design Informatics | 106 |
A Study on Content and Management Style of Corporate Blogs | 116 |
ChameleonBased Deniable Authenticated Key Agreement Protocol Secure Against Forgery | 124 |
Visualizing Social Network Interaction for Improved Social Decision Making | 134 |
Recognition of Affect Conveyed by Text Messaging in Online Communication | 141 |
Ranking Method for Mediators in Social Network | 151 |
The Relationship Between Social Presence and Group Identification Within Online Communities and Its Impact on the Success of Online Communities | 160 |
Enabling FacetoFace Shared Social Interface on Multitouch Tabletops | 169 |
Physical Representation Social Presence with Interactive Grass | 176 |
Beyond Visual Analytics | 182 |
Towards Modular Social Animation for Agents and Avatars | 192 |
The Beginning | 202 |
Cultural Institutions Cocreativity and Communities of Interest | 212 |
A Study of Emotional and Rational Purchasing Behavior for Online Shopping | 222 |
A TrustBased Reputation System in PeertoPeer Grid | 228 |
Part II Knowledge Collaboration Learning and Local OnLine Communities | 236 |
The Social Implications of an Assisted Living Reminder System | 237 |
DisasterResponse Information Sharing System Based on Cellular Phone with GPS | 250 |
Integrating TopDown and BottomUp Classification in the Turin Municipality Website | 256 |
Towards the Creation of Tech Enabled Mexican Neighborhoods | 342 |
Fostering Knowledge Mode Conversion in New Product Development Environment | 352 |
Social Rewarding in Wiki Systems Motivating the Community | 362 |
Integrating Digital Library Resources in Elementary School Classrooms A Case Study of Social Study Instruction | 372 |
Reward Distribution in a Selforganized Online Game Player Community | 375 |
Mobile Social Software for the Developing World | 385 |
Online Communication in an EHealth Service Delivery Environment | 395 |
A Framework for Interorganizational Collaboration Using Communication and Knowledge Management Tools | 406 |
A Mobile Portfolio to Support Communities of Practice in Science Education | 416 |
Role Play and Reciprocity | 426 |
Interactive Access to Cultural Heritage While OnTheMove | 435 |
The Hidden Order of Wikipedia | 445 |
Major HCI Challenges for Open Source Software Adoption and Development | 455 |
An Οverview | 465 |
Cooperation and Competition Dynamics in an Online Game Community | 475 |
Rural Internet Centre RIC as Catalysts for Building KnowledgeBased Society The Case of Northern States of Malaysia | 485 |
A Toolkit for Augmenting Expertise Sharing Via Social Networks | 491 |
A New Tool for Collaborative Authoring and Data Management | 501 |
Investigating Collaborative Information Behavior | 509 |
Author Index | 519 |
คำและวลีที่พบบ่อย
activities agent analysis applications approach authors behavior blogs challenges collaborative collection Conference connected contribution cooperation create cultural described discussion distributed documents effects emotional engine environment evaluation example experience factors Figure flow function human identified identity implementation important improve increase individual integrated interaction interest interface International Internet involved issues knowledge learning means method mobile nature Online Communities Open Source organization participants performance play players practice present Press problem question References relationships reported requirements role sharing shows social networks structure Table task theory understanding University usability users visualization