Online reputation management deals with monitoring and influencing the online record of a person, an organization or a product. The Social Web offers increasingly simple ways to publish and disseminate personal or opi...
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ISBN:
(数字)9783642332333
ISBN:
(纸本)9783642332326;9783642429484
Online reputation management deals with monitoring and influencing the online record of a person, an organization or a product. The Social Web offers increasingly simple ways to publish and disseminate personal or opinionated information, which can rapidly have a disastrous influence on the online reputation of some of the entities. The author focuses on the Social Web and possibilities of its integration with the Semantic Web as resource for a semi-automated tracking of online reputations using imprecise natural language terms. The inherent structure of natural language supports humans not only in communication but also in the perception of the world. Thereby fuzziness is a promising tool for transforming those human perceptions into computer artifacts. Through fuzzy grassroots ontologies, the Social Semantic Web becomes more naturally and thus can streamline online reputation management. For readers interested in the cross-over field of computer science, information systems, and social sciences, this book is an ideal source for becoming acquainted with the evolving field of fuzzy online reputation management in the Social Semantic Web area.
Gathering the proceedings of the 3rd International Conference on Intelligent human Systems Integration (IHSI 2020), held on February 19–21, 2020, in Modena, Italy, the book’s goal is to advance the theory and applic...
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ISBN:
(数字)9783030395124
ISBN:
(纸本)9783030395117
Gathering the proceedings of the 3rd International Conference on Intelligent human Systems Integration (IHSI 2020), held on February 19–21, 2020, in Modena, Italy, the book’s goal is to advance the theory and applications of artificial cognitive systems and improve human-artificial systems collaboration. Special emphasis is placed on automotive design, autonomous vehicles and the applications of artificial intelligence. The book offers a timely survey and source of inspiration for human factors engineers, automotive engineers, IT developers and UX designers who are working toshape the future of automated intelligent systems.
This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI I...
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ISBN:
(数字)9783031344114
ISBN:
(纸本)9783031344107
This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, *** total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of LCT 2022 Part I are organized in topical sections named: Designing Learning Experiences; Understanding the Learning Experience; Technology-supported Teaching; Supporting Creativity in Learning.
The eight-volume set, CCIS 2522-2529, constitutes the extended abstracts of the posters presented during the 27th International Conference on human-computerinteraction, HCII 2025, held in Gothenburg, Sweden, during J...
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ISBN:
(数字)9783031941566
ISBN:
(纸本)9783031941559
The eight-volume set, CCIS 2522-2529, constitutes the extended abstracts of the posters presented during the 27th International Conference on human-computerinteraction, HCII 2025, held in Gothenburg, Sweden, during June 22–27, 2025.
The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions.
The papers presented in these eight volumes are organized in the following topical sections:
Part I: Virtual, Tangible and Intangible interaction; HCI for Health.
Part II: Perception, Cognition and interaction; Communication, Information, Misinformation and Online Behavior; Designing and Understanding Learning and Teaching experiences.
Part III: Design for All and Universal Access; Data, Knowledge, Collaboration, Research and Technological Innovation.
Part IV: human-Centered Security and Privacy; Older Adults and Technology; Interacting and driving.
Part V: Interactive Technologies for wellbeing; Game Design; Child-computerinteraction.
Part VI: Designing and Understanding XR Cultural Experiences; Designing Sustainable (Smart) human Environments.
Part VII: Design, Creativity and AI; eCommerce, Fintech and Customer Behavior.
Part VIII: Interacting with Digital Culture; Interacting with GenAI and LLMs.
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