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Full Description
This book constitutes the proceedings of the 31st International Conference on Collaboration Technologies and Social Computing, CollabTech 2025, held in Jakarta, Indonesia, during November 4-7, 2025.
The 12 full and 8 short papers presented in this volume were carefully reviewed and selected from 50 submissions.
They are grouped into the following topics: computer science; management science; design science; cognitive science; and social science.
Contents
.- Dynamic Analysis of Social Capital in Commercial Areas Using Connection Networks.
.- Facilitating Smooth Rejoining in Face-to-Face Group Chats by Sharing Common Conversational
Information after Temporary Absence.
.- A System for Extracting Discussion Topics Worth Deeper Exploration.
.- Emotional Analysis of Excluded Person Using Review Texts.
.- Simulating Collaborative Learning with Data-Driven LLM-Agents.
.- Exploring the potential of hackathons as a means to promote understanding of AI literacy: a case
study.
.- Public Quest: A Communication Game to Foster Understanding and Relationships in Public Space.
.- What Makes Turn-Taking Smooth? Analysis of Gaze Behavior during a Multitasking Videoconference.
.- Supporting Time-Constrained Student Sports Journalists: Smartwatch Flagging and Match
Visualization for Better Interview Questions.
.- Structural Analysis of Rebuttals to Evaluate Argumentative Interaction in Parliamentary Debates.
.- Do You See What I See? Vocal Cues to Visual Acuity Discrepancies in VR-Based Stargazing.
.- A Proposal and Evaluation for Externalizing Thoughts of Passive Speakers in Three-party Video Conferences with Gaze Tracking Functionality.
.- Research on Switching Learning Tasks According to Fatigue Levels to Accommodate Possibility of Interaction.
.- Temporal Analysis of User Engagement, Technology Trends and Emotional Dynamics on
Stack Overflow.
.- Social Interactions and Online Engagement in CSCL Environments: Examining a Measurement Scale.
.- Estimating Discussion State from Head Movements in Collaborative Learning Environments.
.- Self-Selected Groups vs. Random Groups: An Analysis of Student Engagement, Achievement, and Preferences in Collaborative Learning.
.- Evaluation of LLM-based Feedback Generation for Distance Project-Based Learning.
.- How Do People Use Others' and Their Own Traces in Free Exploration?.
.- Generating Vicarious Dialogue for Online Learning Using Knowledge Graph-Based Retrieval-Augmented Generation.



