Social Computing, Behavorial-Cultural Modeling, and Prediction 2016 Conference

Abstract

Social computing is concerned with the study of social behavior and social context based on computational systems. Behavioral-cultural modeling reproduces social behavior, and allows for experimenting, scenario planning, and deep understanding of behavior, patterns, and potential outcomes. Prediction of social phenomena, as well as implications for different policy interventions, is a major, perhaps primary, result of the application of social computing techniques to behavioral-cultural modeling. This led to the creation of the annual conference on Social Computing, BehavioralÐCultural Modeling and Prediction (SBP), which focuses on application of social computing to the predictive study of behavioral-cultural phenomena. It is entering its ninth year and has become the largest interdisciplinary conference focusing the computational study of human and social phenomena. The SBP conference is unique in its ability to bring together scholars from various background: academic disciplines, business, and government. One of the major goals of the SBP conference is to ensure a diverse set of participants. This diversity extends to multiple dimensions: We seek to support travel and registration costs for promising student scholars who might not otherwise have the resources to attend. Furthermore, in line with its interdisciplinary intellectual focus, there is an emphasis on facilitating attendance by participants in the social, cognitive, and biological sciences as well those who are fields of computer science and engineering. Finally, we wish to encourage substantial attendance by underrepresented minority and female scholars and practitioners.

Document Details

Document Type
DoD Grant Award
Publication Date
Jun 10, 2016
Source ID
N000141612274

Entities

People

  • Sun-ki Chai

Organizations

  • Office of Naval Research
  • United States Navy
  • University of Hawaiʻi System

Tags

Readers

  • Academic Conference Management
  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • STEM Education