会议信息

SOTICS 2024: International Conference on Social Media Technologies, Communication, and Informatics

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截稿日期:
2024-06-17
通知日期:
2024-08-04
会议日期:
2024-09-29
会议地点:
Venice, Italy
届数:
14
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征稿

SOTICS 2024 (International Conference on Social Media Technologies, Communication, and Informatics) is an academic conference held in Venice, Italy on 2024-09-29. The paper submission deadline is 2024-06-17. Acceptance notifications are sent on 2024-08-04.

The systems comprising human and information features form a complex mix of social sciences and informatics concepts embraced by the so-called social eco-systems. These are interdisciplinary approaches on social phenomena supported by advanced informatics solutions. It is quit intriguing that the impact on society is little studied despite a few experiments. Recently, also Google was labeled as a company that does not contribute to brain development by instantly showing the response for a query. This is in contrast to the fact that it has been proven that not showing the definitive answer directly facilitates a learning process better. Also, studies show that e-book reading takes more times than reading a printed one. Digital libraries and deep web offer a vast spectrum of information. Large scale digital library and access-free digital libraries, as well as social networks and tools constitute challenges in terms of accessibility, trust, privacy, and user satisfaction. The current questions concern the trade-off, where our actions must focus, and how to increase the accessibility to eSocial resources. SOTICS 2024, an event on social eco-informatics, bridges different social and informatics concepts by considering digital domains, social metrics, social applications, services, and challenges. Academic and industrial contributions are expected on algorithms, mechanisms, models, services dealing with challenges in social eco-systems. We solicit both academic, research, and industrial contributions. We welcome technical papers presenting research and practical results, position papers addressing the pros and cons of specific proposals, such as those being discussed in the standard fora or in industry consortia, survey papers addressing the key problems and solutions on any of the above topics short papers on work in progress, and panel proposals. Industrial presentations are not subject to the format and content constraints of regular submissions. We expect short and long presentations that express industrial position and status. Tutorials on specific related topics and panels on challenging areas are encouraged. The topics suggested by the conference can be discussed in term of concepts, state of the art, research, standards, implementations, running experiments, applications, and industrial case studies. Authors are invited to submit complete unpublished papers, which are not under review in any other conference or journal in the following, but not limited to, topic areas. All topics and submission formats are open to both research and industry contributions. SOTICS 2024 conference tracks: Social applications On-line entertainment; Games and citizens; Social networking and social software; Tagging and micro-blogging; Collaborative filtering and tagging; Social simulation (mobility, groupware, etc.); Very large social networks; Deep web social information; Blogs and mini-blogs; E-books Social media use and experiences Social media platforms, tools, and applications; Collaboration tools; Multi-user media-sharing platforms (ideo, images, audio, and text); Integrated multi-brand networking platforms (for friend/follow, organic groups, calendars/events, direct messaging, tagging, and activity feed); Agile social media platforms; Sharing tools (Facebook, Twitter, Yammer, YouTube, instant messaging, video conferencing, web meetings); Social media work flow tools; Collaborative culture; Learning experiences; Knowledge sharing Affective computing and emotional intelligence Frameworks for affective computing; Principles in emotional intelligence; Concepts in affective robotics; Social aspects of affective computing; Ambient systems embedding emotional intelligence; Empathy in artificial agents; Human-centric obedience towards virtual agents; Affective gaming; Deep multitask learning; Apps for body perceptions and emotions; Multi-sensing and human behavior; Active sensing system for distress detection; Recognition of facial emotions; Automatic prediction of depression and anxiety; Mitigate public speaking anxiety; Prediction of emotion from heartbeat; Conveying emotional awareness; Emotional intelligence; Happiness entailment; Cooperative machine learning; Emotion prediction; Emotion recognition; Emotion in ambiguous speech Social robots and cognition Human-robot interaction; Robot-robot interaction; Perception of a humanoid robots; Humanoid robots mediating social Interaction; Socially assistive robots; Conversational robots; Verbal Interaction; Human-robot touch interaction; Expressive interactions; Social emotions; Arts by humanoid robots; Collaborative social robots; Game approaches; Human-robot interactive games; Robots co-worker partners; Healthcare companion robots; Socially assistive robots; Robot-assisted rehabilitation therapy; Child-robot interaction; Mobile assistive robots; Robots in public spaces; Shopping mall robots; Home utility robots; Robot-assisted cognitive training; Robot-based multimodal emotion recognition; Advertizign robots; Telepresence robots; Robot teleoperation; Robots' social credibility Community services Technologies for building the social media channels; Blogs (private and corporate); Ratings and reviews; Referrals and sharing; Forums; User-created content management; Member profile management (photos, information preferences, linked channels, and privacy settings); Social networking via integrated multi-brand networking platforms; Cross-channel synchronization ( integration of the user experience across all in-house social media channels); API backbones; Spiders; Connectors Special services and technologies Mobile social media; Kids-oriented social media; youth-oriented social media; elderly-oriented social media; dedicated games; accessibility-oriented social media; Multi-sensor user interfaces (e.g., tactile, haptic, olfactory) Digital resource domains Enterprise social networks; Geo-social networks; Social networks; Digital computing; Digital health care; Digital mapping; Digital human faces; Digital libraries; Informatics environments; Micro-contribution by masses Social evaluation and metrics Social media analytics; Text analytics; Metric on quality of experience and satisfaction; Social mobility; Social interactions; Social learning; Social media; Social models; Mutual social credentials; Sentiment analysis Social mobility Social mobile networks with the Web 2.0; Mobile social architecture and services; Open service capabilities; Open exposure of telco capabilities; Open Web APIs, SOA and SDP; Interworking strategies; Mobile terminals as sources for User-generated content; Architecture and services for user-generated content; Auto-description and metadata synthesis for telecom-generated for user-generated content; Social mobile networks; User behavior profiling; Social connections (social graphs, contacts, etc); Services and architectures/solutions for social mobile services Mechanisms for social services Social media advertising and marketing; eSociety; Network growth and dynamics; Accessibility; Social education; Social opinion; Digital eco-systems; Ecology and social justice; eGovernments; Digital economy; eCommerce; Digital cities; Tourism; Democracy and social groups; Patent laws; Social tools; Web enterprises and services Challenges in social environments Computational thinking; Natural language processing; eImpact on children knowledge and abilities; Opinion and sentiment analysis; Computing and philosophy; Threats in social networks; Trusted computing; Reputation systems; Pervasive social computing; Real-time ubiquitous social semantic; Social creativity; Privacy preservation in social media; Social trust; Ethics; Legal aspects
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CCF全称影响因子出版商ISSN
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