Collaboration Technologies and Social Computing

CHF 71.25
Auf Lager
SKU
E3FJNFLOINO
Stock 1 Verfügbar
Geliefert zwischen Mi., 04.03.2026 und Do., 05.03.2026

Details

This book constitutes the proceedings of the 31st International Conference on Collaboration Technologies and Social Computing, CollabTech 2025, held in Jakarta, Indonesia, during November 47, 2025.

The 12 full and 8 short papers presented in this volume were carefully reviewed and selected from 50 submissions.

They are grouped into the following topics: Collaborative Learning and Group Interaction; Technology-Mediated Communication and Online Environments; AI in Education: LLMs and Content Generation; Social Interaction, Community and Public Spaces; Systems for Supporting Discourse and Understanding.


Inhalt

.- Collaborative Learning and Group Interaction.

.- Facilitating Smooth Rejoining in Face-to-Face Group Chats by Sharing Common Conversational Information after Temporary Absence.

.- Research on Switching Learning Tasks According to Fatigue Levels to Accom modate Possibility of Interaction.

.- Social Interactions and Online Engagement in CSCL Environments: Examining a Measurement Scale.

.- Estimating Discussion State from Head Movements in Collaborative Learning Environments.

.- Self-Selected Groups vs. Random Groups: An Analysis of Student Engagement, Achievement, and Preferences in Collaborative Learning.

.- Technology-Mediated Communication and Online Environments.

.- What Makes Turn-Taking Smooth? Analysis of Gaze Behavior during a Multi tasking Videoconference.

.- A Proposal and Evaluation for Externalizing Thoughts of Passive Speakers in Three-party Video Conferences with Gaze Tracking Functionality.

.- Temporal Analysis of User Engagement, Technology Trends and Emotional Dy namics on Stack Overflow.

.- Do You See What I See? Vocal Cues to Visual Acuity Discrepancies in VR-Based Stargazing.

.- AI in Education: LLMs and Content Generation.

.- Simulating Collaborative Learning with Data-Driven LLM Agents.

.- Evaluation of LLM-based Feedback Generation for Distance Project-Based Learning.

.- Generating Vicarious Dialogue for Online Learning Using Knowledge GraphBased Retrieval-Augmented Generation.

.- Social Interaction, Community and Public Spaces.

.- Dynamic Analysis of Social Capital in Commercial Areas Using Connection Networks.

.- Emotional Analysis of Excluded Person Using Review Texts.

.- Public Quest: A Communication Game to Foster Understanding and Relationships in Public Space.

.- How Do People Use Others' and Their Own Traces in Free Exploration?.

.- Systems for Supporting Discourse and Understanding.

.- A System for Extracting Discussion Topics Worth Deeper Exploration.

.- Exploring the potential of hackathons as a means to promote understanding of
AI literacy: a case study.

.- Supporting Time-Constrained Student Sports Journalists: Smartwatch Flagging
and Match Visualization for Better Interview Questions.

.- Structural Analysis of Rebuttals to Evaluate Argumentative Interaction in Par liamentary Debates.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783032101556
    • Genre Information Technology
    • Editor Irene-Angelica Chounta, Hironori Egi, Ari Nugraha, Harry Budi Santoso, Tomoo Inoue, Tamara Adriani Salim
    • Lesemotiv Verstehen
    • Anzahl Seiten 278
    • Größe H15mm x B155mm x T235mm
    • Jahr 2025
    • EAN 9783032101556
    • Format Kartonierter Einband
    • ISBN 978-3-032-10155-6
    • Titel Collaboration Technologies and Social Computing
    • Untertitel 31st International Conference, CollabTech 2025, Jakarta, Indonesia, November 4-7, 2025, Proceedings
    • Gewicht 447g
    • Herausgeber Springer
    • Sprache Englisch

Bewertungen

Schreiben Sie eine Bewertung
Nur registrierte Benutzer können Bewertungen schreiben. Bitte loggen Sie sich ein oder erstellen Sie ein Konto.
Made with ♥ in Switzerland | ©2025 Avento by Gametime AG
Gametime AG | Hohlstrasse 216 | 8004 Zürich | Schweiz | UID: CHE-112.967.470
Kundenservice: customerservice@avento.shop | Tel: +41 44 248 38 38