Social computing and social media : applications in marketing, learning, and health : 13th International Conference, SCSM 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings. Part II
معرفی کتاب «Social computing and social media : applications in marketing, learning, and health : 13th International Conference, SCSM 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings. Part II» نوشتهٔ Gabriele Meiselwitz (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
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 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of SCSM 2021, Part I, are organized in topical sections named: Computer Mediated Communication; Social Network Analysis; Experience Design in Social Computing. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents -- Part II Contents -- Part I SCSM in Marketing and Customer Behavior Influencer Engagement Rate Under Scalable Machine Learning Approaches 1 Introduction 2 Related Work 3 Influencer Engagement Rate 4 Scalable Machine Learning Approach 4.1 Multinomial Naive Bayes Classification Algorithm 4.2 Posts Classification 4.3 Comments Classification 5 System Architecture 6 System Implementation 7 Conclusion References Action-Aware Restricted Stream Influence Maximization Model to Identify Social Influencers 1 Introduction 2 Related Work 2.1 Influence Maximization Problem 2.2 Diffusion Models 2.3 Handling a Social Stream 3 Action-Aware Restricted Stream Influence Maximization Problem (AR-SIM) 3.1 Motivation for the Action-Aware Influence 3.2 AR-SIM Model Formalization 4 System Architecture 5 Experiment Results and Discussions 5.1 The Impact of Actions' Types 5.2 Implementing Restrictions 6 Conclusion References Multimodal Analysis of Client Persuasion in Consulting Interactions: Toward Understanding Successful Consulting 1 Introduction 2 Related Work 3 Data Corpus 3.1 Dyadic Consultant-Client Dialogue Setting 3.2 Annotation 4 Multimodal Feature Extraction 4.1 Acoustic Features 4.2 Linguistic Features 5 Experiment 5.1 Preprocessing and Evaluation 5.2 Machine Learning Models 6 Experiment Result 6.1 Classification Results 6.2 Comparison of Machine Learning Models 6.3 Linguistic Feature Analysis of Consultant 7 Conclusion References Advertising on the Web: Soft Narration or Hard Promotion 1 Introduction 2 A History of Brand Discourses on the Web a History of 2.1 From Advertising Banners to Brand Conversations: New Advertising Formats on the Web 2.2 Soft Narrations: Brand Conversations and Advertising Show Between Unadvertising and Hyperadvertising 3 Advertising and Algorithm: The Return of the Repressed 3.1 Advertising Hyperadvertising: Paradox and Necessity 3.2 Online Advertising: Return of the Hype 3.3 Native Advertising: Is “Réclame” Back ? 4 Conclusion: The Age of Suspicion References The Impact of Social Media Marketing on Impulse Buying 1 Background 2 Literature Review Method 3 Factors Influencing Social Media Marketing Impulse Buying 3.1 Consumer Purchasing and Social Media Marketing 3.2 Impulse Buying and Social Media 3.3 Social Media Influencers (SMIs) 3.4 Brand Equity/Power 4 Technology Platforms and Impulse Buying 4.1 Social Media Technology 4.2 E-commerce Technology 5 Conclusion and Recommendations References Notes on Advertising Logic in Food Applications 1 Introduction 2 Materials and Methods 3 Functionalities, Strengths of Interactions and Advertising Logic in the Researched Apps 4 Some Processes to Highlight 5 Final Considerations References Studying the Influence of Social Media Use on Sales Performance: The Role of Relational Mediators 1 Introduction 2 Literature Review 2.1 Social Media in B2B Sales 2.2 Relationship Marketing and Relational Mediators 3 Conceptual Model and Hypotheses Development 3.1 Sales Performance and Social Media Use 3.2 Adaptive Selling Behavior and Social Media Use 3.3 Relationship Quality and Social Media Use 3.4 Relationship Between Relational Mediators 3.5 Relational Mediators and Sales Performance 3.6 The Mediating Effects of Relational Mediators 4 Methodology 4.1 Sample 4.2 Measurement Scales 4.3 Measurement Evaluation 5 Results 5.1 Direct Effects Testing 5.2 Indirect Effects Testing 6 Discussion References Prediction for Private Brand Items Purchase Behavior of Hair Salons Using Bayesian Survival Analysis 1 Introduction 2 Datasets 3 Analysis 3.1 Explanatory Variables 3.2 Variables Selection 3.3 Proposed Model 4 Discussion 5 Conclusion References First Steps in the Entrepreneurial Practice of Marketing 1 Introduction 2 Description of the Entrepreneurial Problem 3 Detailing the Problems 4 Initial Dates of Entrepreneurial Errors 5 Conclusion References Customer Visit Prediction Using Purchase Behavior and Tendency 1 Introduction 2 Purpose of This Study 3 Datasets and Analysis Method 3.1 Extreme Gradient Boosting 3.2 Probabilistic Latent Semantic Analysis 4 Results 4.1 Latent Variable 4.2 Analysis Results 5 Discussion 6 Conclusion References Verification of Probabilistic Latent Semantic Analysis Clustering Solution Stability and Proposal of Optimal Initial Values Setting Method 1 Introduction 1.1 Background 1.2 Purpose of This Study 2 Latent Class Analysis and pLSA 2.1 Latent Class Model 2.2 LSA 2.3 LDA 2.4 pLSA 2.5 Initial Values Dependence of pLSA 3 Proposed Methods 3.1 The Object of Creating Initial Values 3.2 The Method of Creating Initial Values 3.3 Matching the Cluster Number 3.4 The Performance Evaluation for pLSA 4 Experimental Analysis 4.1 The Summary of Data 4.2 The Flow of Experiment 4.3 Experimental Results 5 Conclusion References Consumer Attitude and Behavior During Black Friday and Cyber Monday 1 Introduction 2 Literature Review 2.1 Cyber Monday/Black Friday in Chile 2.2 New Technology Acceptance Models 2.3 Research Model and Hypothesis 3 Methodology 4 Results 4.1 Technology Continuance Modeling 4.2 Construct Reliability 4.3 Results of the Structural Equations Model (SEM) 5 Conclusions References Social Computing in Learning and Education The Challenges and Policy Issues Faced by Saudi HEIs When Adopting or Formulating Social Media Policies 1 Introduction 2 Methodology 3 Findings 4 Discussion 5 Conclusion References Analyzing the Student eXperience Concept: A Literature Review 1 Introduction 2 Background 2.1 User eXperience 2.2 Customer eXperience 2.3 Student eXperience 3 Research Method 3.1 Research Questions 3.2 Literature Search 3.3 Studies Selection 4 Answering the Research Questions 4.1 RQ1: What is SX? 4.2 RQ2: What are the SX Dimensions? 4.3 RQ3: What Methods are Used to Evaluate SX? 5 Conclusions and Future Work References Exploring Factors of an Inclusive Textbook Access Program in Computer Technology Courses 1 Introduction 2 Background 3 Methods and Results 3.1 Research Design 3.2 Survey Results 4 Discussion 5 Future Work and Conclusion References Online Learning and Student Satisfaction in the Context of the COVID-19 Pandemic 1 Introduction 2 Theoretical Framework 2.1 Use and Acceptance of ICT in Higher Education 2.2 Satisfaction with Online Education 2.3 Perception of Quality in Online Education 3 Methodology 3.1 Data Collection Instrument and Stimuli 3.2 Factor Analysis Through Structural Model 4 Results 4.1 Hypothesis Review 4.2 Review of Measures of Dispersion 5 Conclusions References Activity Comparison of the Participants Using Japanese as L2 and Their L1 in Group Discussion 1 Introduction 2 Related Works 3 Experiment Design 4 Experiment Procedures 5 Analyzed Dataset 6 Analysis Based on Dialogue Acts 7 Conclusions References Serious Games in STEM: Online Collaborative Design of a Lunar Simulator 1 Introduction 2 Background 3 ARGOS 3.1 Academic Context 3.2 Lunar Surface Navigation Simulator 4 Integrating Scientific Data into the Simulation 5 Collaborative Design Process 5.1 The Evolution 5.2 Streaming Events 6 Discussion 6.1 User Feedback 6.2 Students' Experience Report 7 Conclusions References Safeguarding Academic Integrity in Crisis Induced Environment: A Case Study of Emirati Engineering and IT Students in a Private University in the UAE 1 Introduction 2 Literature Review 2.1 Academic Writing and Emirati Students – Challenges of Linguistic and Societal Nature 2.2 Content Based Online Authentic Writing Assessment 2.3 Curbing Plagiarism in the Online Platform 3 Methodology 4 Results 5 Discussion 6 Conclusion and Recommendations References Efficacy of Group Work in the Online Platform: An Exploration of Multicultural Undergraduates’ Attitudes in Online Academic Writing Classes 1 Introduction 2 Literature Review 2.1 Psychological and Psycholinguistic Rationale for Group Work in the Online Platform 2.2 Perspectives of Multicultural Students on Online Learning and Group Work 2.3 Does Group Work Affect Multicultural Students? 3 Methodology 4 Results 4.1 Students’ Survey 4.2 Psychological and Psycholinguistic Rationale for Group Work 4.3 Students’ Interviews 5 Discussion 6 Conclusion and Recommendations References Design, Implementation and Evaluation of a Technical Platform that Supports Spanish Speaking Children with Intellectual Disabilities Learn English as a Second Language 1 Introduction 2 Related Work 3 Proposal 3.1 Activity Description 3.2 Software Description 4 Implementation and Evaluation 5 Results 5.1 Learner Results 5.2 Time Usage Results 6 Conclusion and Future Work References Student eXperience in Times of Crisis: A Chilean Case Study 1 Introduction 2 The Survey Regarding the Social Outbreak 2.1 The Questionnaire 2.2 Quantitative Results 2.3 Qualitative Results 3 The Survey Regarding the COVID-19 Pandemic 3.1 The Questionnaire 3.2 Quantitative Results 3.3 Qualitative Results 4 Conclusions and Future Work References SCSM in Health and Wellbeing Social Media During the COVID-19 Pandemic: A Public Health Crisis or a Political Battle? 1 Introduction 2 Related Work 2.1 Information Diffusion on Social Media 2.2 COVID-19 Information Diffusion via Social Media 3 Methods 3.1 Study Overview 3.2 Data Collection 3.3 Data Analysis Approach 4 Results 4.1 Influential Sources of Information from Engagement Network 4.2 Interactions Received by Influencers Varied Based on Account Type 5 Discussion 5.1 Social Media as a Source of Information During COVID-19 5.2 COVID-19 and Political Polarization on Social Media 5.3 Heterogeneity of Influencers and Implications for Mechanisms of Influence 5.4 Limitations and Future Work 6 Conclusion References The Covid-19 Crisis: An NLP Exploration of the French Twitter Feed (February-May 2020) 1 Introduction 2 Dataset 3 Method 3.1 Daily Evolution of the Study's Focal Categories 3.2 Dynamic Semantic Maps 3.3 Analysis of Structural Themes (STM) 4 Results 4.1 The Mask in First Place for Attenuation Tactics 4.2 From Coronavirus to Covid-19 4.3 The Mask at the Center of the Debate from the Beginning 4.4 Confirmation by Topic Modeling 5 Conclusion References Supporting Students While Shifting to Online Learning During COVID-19: Community College Feedback from Several Computing Courses 1 Introduction 2 Methods and Results 2.1 Research Design 2.2 Survey Results 3 Discussion 4 Considerations 5 Innovation Through Virtual Worlds 6 Conclusions References Life Clock: Developing a Technological Platform to Promote Active Ageing 1 Introduction 2 Theoretical Background and Related Works 3 Proposal 3.1 Process Based on Accessibility and Usability 3.2 Usefulness of Physical and Cognitive Activities 3.3 Final Interface Design 4 Evaluation with Users 4.1 Evaluation Method 4.2 Participants 4.3 Tasks and Questionnaires 4.4 Usability Results Analysis 4.5 Satisfaction Results Analysis 5 Conclusions References Layer Zero: An Approach for Deepening Self-reflection on Instagram Shares 1 Introduction 2 Background and Related Work 2.1 Methodologies of Reflection 2.2 Reflection and Social Media 3 Preliminary Study: Explorations on Reflective Questions for Social Media 3.1 Introduction to the Concept: Layer Zero 3.2 Searching for Reflective Questions About Social Media Experience 3.3 Preliminary User Feedback on Question Sets 3.4 Lessons Learnt from the Preliminary Study: Layer Zero Logging Methodology 4 Secondary Study: The Layer Zero Logging Experience 4.1 Procedure 4.2 Findings 4.3 Contents of the Reflection Logs 5 Discussion 6 Conclusion and Future Work References Role of Social Media in Coping with COVID-19 Stress: Searching for Intergenerational Perspectives 1 Introduction 1.1 Background 1.2 Previous Related Work 1.3 Importance of ‘Generationing’ in the Context of COVID-19 Stress 1.4 Generational Differences in COVID-Related Social Media Use 1.5 Research Objective and Rationale 2 Materials and Methods 2.1 Cross-Sectional Snowball Survey Study 2.2 Surveying Social Media Comments 2.3 Qualitative Content Analysis 3 Results 3.1 Survey Results 3.2 Qualitative Results: Themes Emerging from Social Media 4 Discussions 4.1 Principle Findings 4.2 Comparison to Previous Work 5 Conclusion 5.1 Summary of Findings 5.2 Limitations and Future Work References Gamified Mobile Health Interventions for Mental Well-Being of Older Adults 1 Introduction 2 Literature Review 2.1 Mobile Interventions for Mental Well-Being 2.2 Gamification in Mobile Health interventions 3 Activity Design Framework for Mobile-Based Mental Health Interventions 3.1 Overview 3.2 Gamified Mobile Health Interventions 3.3 Activities 4 A Cohort Study Protocol for Ageing Population 4.1 Study Aims 4.2 Including Criteria 4.3 Recruitment Procedure 4.4 Data Analysis 5 Conclusion References Pandemic Discussions in VKontakte: Hopes and Fears 1 Introduction 2 Emotions in Social Networks During Pandemic 3 Local Communities and Emotional Exchange 4 Method 5 Results 6 Discussion 7 Conclusion References Coaching Older Adults in Health Games: A Goal Oriented Modelling Approach 1 Introduction 1.1 Background 1.2 Research Problem: Low Motivation for Adopting Health Games 1.3 Research Question: How Do We Systematically Coach Older Adults to Enjoy Health Games? 2 Concepts of the Goal-Oriented Storytelling Model 2.1 Storytelling 2.2 Goal Net Modelling Approach 2.3 Coaching Scenarios: Goal Net General Model for Health Game Coaching 2.4 Summary of the GSM 3 Study on the Health Game Experience Under GSM-Driven Coaching 3.1 Study Participants and Procedure 3.2 Goal Net of GSM Implementation for the Pumpkin Garden Health Game 3.3 Study Goals and Results Collected 3.4 Summary 4 Conclusion References Isolation and Use of Social Media by Autistic Individuals During Covid-19 Lockdown: Perceptions of Caregivers 1 Introduction 2 The Study 2.1 Method 2.2 Results 3 Limitations 4 Conclusions References Infusing Motivation into Reminders for Improving Medication Adherence 1 Introduction 2 Literature Review 2.1 Reminders: The Base 2.2 Self-determination Theory: The Motivational Element in Reminders 2.3 Implications 3 Designing Motivational Reminders 3.1 Organismic Integration Theory (OIT) 3.2 OIT in Reminders for Medication Adherence 3.3 Formalizing Design Recommendations for Motivational Reminders 4 Proposed Motivational Reminder Framework 5 Application of the Proposed Motivational Reminder Framework 6 Conclusion References Author Index This two-volume set LNCS 12774 and 12775 constitutes the refereed proceedings of the 12th 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 pandemic the conference was held virtually. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissionsThe regular papers of SCSM 2021, Part II, are organized in topical sections named: SCSM in Marketing and Customer Behavior; Social Computing in Learning and Education; SCSM in Health and Wellbeing
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