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Online Communities and Social Computing

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Cover of 'Online Communities and Social Computing'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 A Discussion System for Knowledge Sharing and Collaborative Analysis of Incidents in Nuclear Power Plants
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    Chapter 2 Universal Navigation through Social Networking
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    Chapter 3 Collaborative Work in 3D Virtual Environments: A Research Agenda and Operational Framework
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    Chapter 4 Workflow-Based Architecture for Collaborative Video Annotation
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    Chapter 5 Catalysing the Development of a Conference Workspace
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    Chapter 6 Dialogues of Locations: BlueSpot
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    Chapter 7 Instant Online Communities as a Means to Foster Conferences
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    Chapter 8 Mobile Social Service Design for Large-Scale Exhibition
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    Chapter 9 Accessibility of Registration Mechanisms in Social Networking Sites
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    Chapter 10 A Visualization Approach for Group Behaviors, Beliefs and Intentions to Support Critical Decisions
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    Chapter 11 Measuring Usability via Biometrics
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    Chapter 12 Structuring the Social Subsystem Components of the Community Based E-Museum Framework
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    Chapter 13 Notice Board as Metaphor for Social Media Service in Chemical Factory
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    Chapter 14 A Study on the Interface for Viewing the Information Menu of a Town from Intersections Using a Digital Compass
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    Chapter 15 Email Accessibility and Social Networking
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    Chapter 16 Why People Use Social Networking Sites
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    Chapter 17 Automatic Generation of Non-verbal Behavior for Agents in Virtual Worlds: A System for Supporting Multimodal Conversations of Bots and Avatars
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    Chapter 18 Preliminary Findings from a Cross Cultural Usability Study on the Internationalization of User Interfaces
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    Chapter 19 Credibility On-Line: Quality Metrics for Evaluation
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    Chapter 20 A Life-Like Agent Interface System with Second Life Avatars on the OpenSimulator Server
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    Chapter 21 Multi-dimensional Moderation in Online Communities: Experiences with Three Norwegian Sites
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    Chapter 22 Modding as Rating Behavior in Virtual Communities: The Case of Rooster Teeth Productions
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    Chapter 23 Personalized and Deformed Avatars for Realizing Avatar-Mediated Real Person-to-Person Communication
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    Chapter 24 Ghatcha: GHost Avatar on a Telework CHAir
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    Chapter 25 Distributed Leadership, Trust and Online Communities
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    Chapter 26 Metacommunication Patterns in Online Communities
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    Chapter 27 Collective Content as a Facilitator of Community Interaction: A User Study of Four Close-Knit Communities
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    Chapter 28 Analysis of Information Disclosure on a Social Networking Site
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    Chapter 29 Attribution of Identity in Autonomous Action of Remotely Operated Robot
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    Chapter 30 Supporting Acceptable Dialogue Start Based on User Uninterruptibility Estimation for Avatar-Mediated Multi-tasking Online Communication
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    Chapter 31 Developing Believable Interactive Cultural Characters for Cross-Cultural Training
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    Chapter 32 Weighting Structures: Evolutionary Dynamics of Innovation Networks in Virtual Communities
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    Chapter 33 User Reputation Evaluation Using Co-occurrence Feature and Collective Intelligence
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    Chapter 34 Innovation Networks: A Report on Creating a Specialist Professional Social Network, Offline and Online, to Foster Innovation in the New Media Sector
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    Chapter 35 The Innovation Architectures of Facebook
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    Chapter 36 Improving Personal Tagging Consistency through Visualization of Tag Relevancy
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    Chapter 37 “I Heard It on the Grapevine” – Blogging, Facebook, YouTube, and Student Self-organization during a Faculty Strike
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    Chapter 38 Evaluation of User Reputation on YouTube
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    Chapter 39 Critical Success Factors for Web 2.0 – A Reference Framework
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    Chapter 40 User Innovation Networks and Research Challenges
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    Chapter 41 Web Interface for Designing and Sharing Sound Space
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    Chapter 42 Who Are the Web Composers?
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    Chapter 43 Social Adaptation of ERP Software: Tagging UI Elements
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    Chapter 44 Propagation Modeling and Analysis of Incidental Topics in Blogosphere
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    Chapter 45 The Coming Revolution in Competence Development: Using Serious Games to Improve Cross-Cultural Skills
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    Chapter 46 Learning Computer Science Fundamentals through Virtual Environments
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    Chapter 47 A Discussion of Video Capturing to Assist in Distance Learning
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    Chapter 48 The Whole Story: Retrieving Narratives for Cross-Cultural Understanding
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    Chapter 49 When Social Worlds Collide: Charting the Intersection of Social Media and Courseware/Course Management Systems
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    Chapter 50 The First Two W’s: Fostering Multicultural Awareness in Children
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    Chapter 51 Creating Community through the Use of a Class Wiki
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    Chapter 52 Benefits and Challenges of Using Collaborative Development Environments with Social Software in Higher Computer Science Education
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    Chapter 53 Virtual Communities Adapted to the EHEA in an Enterprise Distance e-Learning Based Environment
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    Chapter 54 Evaluating the Social Dimension in Online Learning Communities
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    Chapter 55 Heuristics for Implementation of Wiki Technology in Higher Education Learning
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    Chapter 56 Mobile Phone Interfaces for Informal Education
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    Chapter 57 A Proposed Movie Recommendation Method Using Emotional Word Selection
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    Chapter 58 Cultural Prescription vs. User Perception of Information Architecture for Culture Centred Website: A Case Study on Muslim Online User
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    Chapter 59 Leveraging Mobile Devices to Develop Intercultural Competency for Digital Students
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    Chapter 60 Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration
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    Chapter 61 Cheating Behaviors in Online Gaming
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    Chapter 62 Flow Experience in Second Life: The Impact of Telepresence on Human-Computer Interaction
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    Chapter 63 EmoHeart: Automation of Expressive Communication of Emotions in Second Life
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    Chapter 64 Antecedents of Attributions in an Educational Game for Social Learning: Who’s to Blame?
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    Chapter 65 Intercultural Competence Game That Fosters Metacognitive Agility and Reflection
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    Chapter 66 A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships
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    Chapter 67 Uncanny as Usability Obstacle
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    Chapter 68 Gamers’ Implicit Knowledge on the Psychological Influence of Game-Playing
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    Chapter 69 Intercultural Socializing via Mobile Games for Backpackers
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    Chapter 70 Designing Inclusive Social Networks: A Participatory Approach
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    Chapter 71 City Ragas: Building an Intercultural Dialogue between People
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    Chapter 72 Are Online Communities Good for the Civic Audit of Public Spaces, Services, and Officers?
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    Chapter 73 Social Features in Online Communities for Healthcare Consumers – A Review
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    Chapter 74 Usability and User Acceptance for Personal Health Records: A Perspective from Healthcare Citizens
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    Chapter 75 Measuring E-Democracy Opportunities: A Global Perspective
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    Chapter 76 Ethnographic User Study and Concept Design for Chinese Migrant Workers’ Social Networks
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    Chapter 77 Medication Adherence among the Elderly and Technology Aids: Results from an Online Survey Study
Attention for Chapter 21: Multi-dimensional Moderation in Online Communities: Experiences with Three Norwegian Sites
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Chapter title
Multi-dimensional Moderation in Online Communities: Experiences with Three Norwegian Sites
Chapter number 21
Book title
Online Communities and Social Computing
Published in
Lecture notes in computer science, January 2009
DOI 10.1007/978-3-642-02774-1_21
Book ISBNs
978-3-64-202773-4, 978-3-64-202774-1
Authors

Ghinea, Gheorghita, Bygstad, Bendik, Schmitz, Christoph, Barberio, Vitaliano, Lomi, Alessandro, Gheorghita Ghinea, Bendik Bygstad, Christoph Schmitz

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X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 25%
Canada 1 25%
Unknown 2 50%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 2 50%
Student > Ph. D. Student 1 25%
Student > Master 1 25%
Readers by discipline Count As %
Computer Science 3 75%
Business, Management and Accounting 1 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 10 May 2012.
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#15,243,120
of 22,664,644 outputs
Outputs from Lecture notes in computer science
#4,645
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#141,420
of 168,713 outputs
Outputs of similar age from Lecture notes in computer science
#104
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