Search

Showing total 35 results
35 results

Search Results

1. The effects of reading on pixel vs. paper: a comparative study.

2. Understanding and mitigating risks in social commerce: an empirical study from the perspective of signalling theory.

3. Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours.

4. Situational support and information security behavioural intention: a comparative study using conservation of resources theory.

5. Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach.

6. A balancing act: how risk mitigation strategies employed by users explain the privacy paradox on social media.

7. Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence.

8. The motivations of leaders to lead Facebook online groups: a case study of parenting groups.

9. A qualitative study on the needs of visually impaired users in Brazil for smart home interactive technologies.

10. Will teachers continue to teach online post-COVID-19?

11. A virtual reality photography application to assess spatial memory.

12. Development of usable applications featuring QR codes for enhancing interaction and acceptance: a case study.

13. The design of persuasive prompts to induce behavioural change through an mHealth application for people with depression.

14. Comparative evaluation of augmented reality-based assistance for procedural tasks: a simulated control room study.

15. Profiling distance learners in TEL environments: a hierarchical cluster analysis.

16. Evaluating instructional designs with mental workload assessments in university classrooms.

17. Does techno-stress justify cyberslacking? An empirical study based on the neutralisation theory.

18. Communicability of traditional interfaces VS chatbots in healthcare and smart home domains.

19. Analysing trade-offs in frameworks for the design of smart environments.

20. Why did you pick that? A study on smartwatch design qualities and people's preferences.

21. Tool-mediated HCI modelling instruction: evidence from three studies.

22. Between privacy and security: the factors that drive intentions to use cyber-security applications.

23. SpaceMaze: incentivizing correct mobile crowdsourced sensing behaviour with a sensified minigame.

24. Prevalence of computer-gaming in the general population of adolescents: results from a Czech population-based survey.

25. Influence of mobile devices' scalability on individual perceived learning.

26. Helping older pedestrians navigate in the city: comparisons of visual, auditory and haptic guidance instructions in a virtual environment.

27. A serious game to improve engagement with web accessibility guidelines.

28. Internet of Things and social platforms: an empirical analysis from Indian consumer behavioural perspective.

29. Computer-supported reflective learning: how apps can foster reflection at work.

30. On the perceptions and acceptance of artificially intelligent robotics and the psychology of the future elderly.

31. Assessing the performance of short multi-item questionnaires in aesthetic evaluation of websites.

32. RAMES - Framework supporting user centred evaluation in research and practice.

33. The final year project supervision in online distance learning: assessing students and faculty perceptions about communication tools.

34. Exploring the influence of a human-like dancing virtual character on the evocation of human emotion.

35. Exploring older women's confidence during route planning.