LAVA 发表于 2025-3-25 05:01:30

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物种起源 发表于 2025-3-25 07:52:14

Gamification Design Framework for Mobile Health: Designing a Home-Based Self-management Programme folex interventions into mobile health design with four steps: (i) defining activity systems, (ii) modelling, (iii) transforming, and (iv) designing. The framework is demonstrated for gamification of a home-based self-management programme for patients with chronic heart failure.

继承人 发表于 2025-3-25 13:17:21

Proposal of Learning Support SNS Utilizing Gamificationwell communication not only among students but also between students and teachers. We also utilize gamification for the proposed system. We believe that propose system can effectively promote student’s self-learning motivation and establishment of learning habits. Finally, we describe an experiment plan using the propose system.

偏见 发表于 2025-3-25 16:03:04

Interactions of Twitch Users and Their Usage Behavior was completed by 603 Twitch users. Both user groups, ‘viewers’ and ‘streamers’, participated in the study. Additionally, streamers with different popularity (follower size) were observed to get an insight of the interactions between Twitch users.

合唱团 发表于 2025-3-25 22:33:55

Conference proceedings 2018sions. These papers which are organized inthe following topical sections: socialmedia user experience, individual and social behavior in Social Media, privavcy and ethical issues in Social Media, motivation and gamification in Social Media, social network analysis, and agents, models and algorithms in Social Media. .

IRATE 发表于 2025-3-26 03:00:10

Investigating the Generation- and Gender-Dependent Differences in Social Media Use: A Cross-Cultural and South African social media users. We aim to answer the following questions: How do different generation use social media? Are there any gender-dependent differences? How do these differences vary between three different countries?

修饰语 发表于 2025-3-26 05:59:33

Conference proceedings 2018, SCSM 2018, held as part of the International Conference on Human-Computer Interaction, HCII 2018, heldin Las Vegas, NV, USA, in July 2018. The total of 1171 papers and 160 posters presented at the 14 colocated HCII 2018 conferences. .The papers were carefully reviewed and selected from 4346 submis

nettle 发表于 2025-3-26 09:05:09

Exploring the Use of Social Media in Education from Learners Perspective from networking, research, engagement and motivation. In this research, we explored the use of social media tools by students in term of formal and informal learning, inside and outside the learning management system (LMS). We designed an online survey distributed to higher education students in Sa

马具 发表于 2025-3-26 13:34:41

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噱头 发表于 2025-3-26 19:50:37

Rewarding Fitness Tracking—The Communication and Promotion of Health Insurers’ Bonus Programs and thmotion, program goals, and data privacy issues. Results are based on scanning current information available online via insurer websites. Seven Australian and six German insurers apply self-tracking. Programs in both countries vary, whereas most Australian insurers build their programs on third-party
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查看完整版本: Titlebook: Social Computing and Social Media. Technologies and Analytics; 10th International C Gabriele Meiselwitz Conference proceedings 2018 Springe