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Social Computing and Social Media. Human Behavior

Overview of attention for book
Cover of 'Social Computing and Social Media. Human Behavior'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Investigating Arab DHH Usage of YouTube Videos Using Latent Variables in an Acceptance Technology Model
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    Chapter 2 Can the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics?
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    Chapter 3 The Collective Impression of Saudis’ Perceptions of Entertainment
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    Chapter 4 Getting Interrupted? Design Support Strategies for Learning Success in M-Learning Applications
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    Chapter 5 World of Streaming. Motivation and Gratification on Twitch
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    Chapter 6 Do Members Share Knowledge in Facebook Knowledge Groups?
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    Chapter 7 Assessing Symptoms of Excessive SNS Usage Based on User Behavior and Emotion
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    Chapter 8 Research on the Social Experience of Mobile Internet Products
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    Chapter 9 The Impact of Texting Interruptions on Task Performance
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    Chapter 10 Improving Engagement Metrics in an Open Collaboration Community Through Notification: An Online Field Experiment
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    Chapter 11 What Happens When Evaluating Social Media’s Usability?
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    Chapter 12 On User eXperience in Virtual Museums
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    Chapter 13 Why Social Media Is an Achilles Heel? A Multi-dimensional Perspective on Engaged Consumers and Entrepreneurs
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    Chapter 14 The Influence of Privacy, Trust, and National Culture on Internet Transactions
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    Chapter 15 Analysis of Trade Area for Retail Industry Store Using Consumer Purchase Record
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    Chapter 16 From Bowling to Pinball: Understanding How Social Media Changes the Generation of Value for Consumers and Companies
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    Chapter 17 Online Travel Agencies as Social Media: Analyzing Customers’ Opinions
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    Chapter 18 Analysis of Cancellation Factors Based on the Characteristics of Golf Courses in Reservation Sites
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    Chapter 19 Analysis of the Characteristics of Repeat Customer in a Golf EC Site
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    Chapter 20 Video Blogs: A Qualitative and Quantitative Inquiry of Recall and Willingness to Share
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    Chapter 21 Valuation of Customer and Purchase Behavior of a Supermarket Chain Using ID-POS and Store Causal Data
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    Chapter 22 Promoting Technological Innovations: Towards an Integration of Traditional and Social Media Communication Channels
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    Chapter 23 Understanding the Gift-Sending Interaction on Live-Streaming Video Websites
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    Chapter 24 Creating and Supporting Virtual Communities
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    Chapter 25 Examining the Legal Consequences of Improper Use of Social Media Sites in the Workplace
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    Chapter 26 Inter-country Differences in Breaking News Coverage via Microblogging: Reporting on Terrorist Attacks in Europe from the USA, Germany and UK
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    Chapter 27 e-Voting in America: Current Realities and Future Directions
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    Chapter 28 Entrepreneurial Orientation and Open Innovation: Social Media as a Tool
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    Chapter 29 For Those About to Rock – Social Media Best Practices from Wacken Open Air
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    Chapter 30 Do Social Bots (Still) Act Different to Humans? – Comparing Metrics of Social Bots with Those of Humans
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    Chapter 31 A Twitter Analysis of an Integrated E-Activism Campaign: #FeesMustFall - A South African Case Study
Attention for Chapter 12: On User eXperience in Virtual Museums
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Mentioned by

1 tweeter


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12 Mendeley
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Chapter title
On User eXperience in Virtual Museums
Chapter number 12
Book title
Social Computing and Social Media. Human Behavior
Published in
Lecture notes in computer science, May 2017
DOI 10.1007/978-3-319-58559-8_12
Book ISBNs
978-3-31-958558-1, 978-3-31-958559-8

Cristian Rusu, Virginia Zaraza Rusu, Patricia Muñoz, Virginica Rusu, Silvana Roncagliolo, Daniela Quiñones

Twitter Demographics

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

Mendeley readers

The data shown below were compiled from readership statistics for 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 12 100%

Demographic breakdown

Readers by professional status Count As %
Lecturer 2 17%
Student > Master 2 17%
Student > Ph. D. Student 2 17%
Professor 1 8%
Student > Bachelor 1 8%
Other 1 8%
Unknown 3 25%
Readers by discipline Count As %
Computer Science 4 33%
Design 2 17%
Psychology 1 8%
Arts and Humanities 1 8%
Unknown 4 33%

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 02 March 2020.
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Outputs from Lecture notes in computer science
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Outputs of similar age
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Altmetric has tracked 17,125,476 research outputs across all sources so far. This one is in the 23rd percentile – i.e., 23% of other outputs scored the same or lower than it.
So far Altmetric has tracked 7,789 research outputs from this source. They receive a mean Attention Score of 4.7. This one is in the 26th percentile – i.e., 26% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 273,823 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 32nd percentile – i.e., 32% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 150 others from the same source and published within six weeks on either side of this one. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.