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Titlebook: Collaboration Technologies and Social Computing; 25th International C Hideyuki Nakanishi,Hironori Egi,Ulrich Hoppe Conference proceedings 2

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樓主: ACID
11#
發(fā)表于 2025-3-23 11:44:34 | 只看該作者
12#
發(fā)表于 2025-3-23 16:29:04 | 只看該作者
A Comic-Style Chat System with Japanese Expression Techniques for More Expressive Communicationcan express a variety of visual information. The format of a comic is also used as a visual interface to express a user’s states of mind or aspects. However, there is a problem that it is difficult to select drawings or the other components of comic, that match the emotion a user wants to express. B
13#
發(fā)表于 2025-3-23 22:06:32 | 只看該作者
Modeling of Non-verbal Behaviors of Students in Cooperative Learning by Using OpenPoseFirst, we adopt the positions eyes, face and hands detected by OpenPose?[.] as a skeleton detection algorithm by a single camera. Next, we propose a modeling method for non-verbal behaviors based on neural networks. Furthermore, we discuss the modeling results for the interactions between non-verbal
14#
發(fā)表于 2025-3-24 01:54:10 | 只看該作者
Implementing a Serious Game to Improve Communication and Social Skills for Children with Autismimplemented based on PECS system. The developed game is an educational game with educational target by containing educational roles based on PECS and other attractive factors. The educational roles are given in a form of visual scanning, matching, ability to distinguish, build a complete sentence ba
15#
發(fā)表于 2025-3-24 05:40:53 | 只看該作者
DiAna-AD: Dialog Analysis for Adjusting Duration During Face-to-Face Collaborative Discussionn situations. Participants may be dissatisfied with excessive or insufficient fixed time of discussion. The proposed system is intended to terminate the discussions at the appropriate time. The situations of the discussions are estimated only from nonlinguistic acoustic features collected by wearabl
16#
發(fā)表于 2025-3-24 09:24:00 | 只看該作者
Group Dynamics in Gameful Collaborative Innovation Processesplay into creativity methods, so called design games or gameful ideation methods. This paper presents findings from a study in which a Gameful Idea Generation (GIG) was conducted. GIG is a collaborative creativity method that draws on concepts from design games and hackathons. We focus on intra-grou
17#
發(fā)表于 2025-3-24 12:13:08 | 只看該作者
18#
發(fā)表于 2025-3-24 15:02:57 | 只看該作者
Architekturmanagement und Servicedesign,itional objective observation of one third of the learning groups (6 out of 18) yielded a different picture: In supported groups, co-learners exchanged knowledge in a more intended way and chose a better order of talking about topics, both indicating an added value of providing the learners cognitive information.
19#
發(fā)表于 2025-3-24 22:57:33 | 只看該作者
20#
發(fā)表于 2025-3-25 00:22:40 | 只看該作者
,Kritische Würdigung und Ausblick, some problems can be attributed to difficulties or failures of technical infrastructure, others arise out of asymmetries of interaction and social and cultural context across the co-located and remote settings. We argue that managing these asymmetries is key to a successful hybrid meeting.
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