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Social Computing and Social Media

6th International Conference, SCSM 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014. Proceedings

  • Gabriele Meiselwitz

Part of the Lecture Notes in Computer Science book series (LNCS, volume 8531)

Table of contents

  1. Identity and Presence in Social Media

    1. Carrie Solinger, Leanne Hirshfield, Stuart Hirshfield, Rachel Friendman, Christopher Leper
      Pages 486-493
    2. Monica Whitty, James Doodson, Sadie Creese, Duncan Hodges
      Pages 528-537
  2. Games, Gamification, and Entertainment in Social Media

    1. Front Matter
      Pages 539-539
    2. Mariano Alcañiz, Alejandro Rodríguez, Beatriz Rey, Elena Parra
      Pages 541-549
    3. Alexandre Altair de Melo, Mauro Hinz, Glaucio Scheibel, Carla Diacui Medeiros Berkenbrock, Isabela Gasparini, Fabiano Baldo
      Pages 550-558
    4. Fábio Pereira Alves, Cristiano Maciel, Júnia Coutinho Anacleto
      Pages 559-570
    5. Kohei Otake, Ryosuke Sumita, Makoto Oka, Yoshihisa Shinozawa, Tomofumi Uetake, Akito Sakurai
      Pages 571-580
    6. Junjie Yu, Ke Fang, Zhiyong Fu
      Pages 592-601
  3. Back Matter

About these proceedings

Introduction

This book constitutes the refereed proceedings of the 6th International Conference on Social Computing and Social Media, SCSM 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. 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 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. The 56 papers included in this volume are organized in topical sections on designing and evaluating social computing and social media; designing, analyzing and visualizing social networks; online communities and engagement; presence and self in social media; social media, games, gamification and entertainment.

Keywords

accessibility collaborative computing crowdsourcing emotions empirical studies in HCI

Editors and affiliations

  • Gabriele Meiselwitz
    • 1
  1. 1.Department of Computer and Information SciencesTowson UniversityTowsonUSA

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-07632-4
  • Copyright Information Springer International Publishing Switzerland 2014
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-07631-7
  • Online ISBN 978-3-319-07632-4
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site
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