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275 results

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1. Freehand drawing activity: a comparison between tablet-finger vs paper&crayon throughout time.

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

3. Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students.

4. Effective interventions and features for coronary heart disease: a meta-analysis.

5. Factors affecting e-training adoption: an examination of perceived cost, computer self-efficacy and the technology acceptance model.

6. A systematic review of immersive virtual reality for industrial skills training.

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

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

9. Antecedents of blatant benevolence on social media.

10. The impact of excessive social media use at work: a usage experience–stressor–strain perspective.

11. A virtual ethnography study of Indonesian migrant domestic workers' empowerment in online communities.

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

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

14. Exploring the efficacy of video game training in developing adolescent reasoning abilities.

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

16. A mixed method analysis of the online information course withdrawal system.

17. Explanatory and predictive model of the adoption of P2P payment systems.

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

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

20. Internet addiction as a multi-dimensional concept and its relationship with well-being: evidence from PLS-SEM and IPMA analysis.

21. Emotional attachment and multidimensional self-efficacy: extension of innovation diffusion theory in the context of eBook reader.

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

23. Digital inclusion of people with disabilities: a qualitative study of intra-disability diversity in the digital realm.

24. Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance.

25. Factors influencing students' continuance usage intention with online learning during the pandemic: a cross-country analysis.

26. Collaboration in crowdsourcing contests: how different levels of collaboration affect team performance.

27. Crowdsourcing contests: understanding the effect of competitors’ participation history on their performance.

28. Multisensory integration effect of humanoid robot appearance and voice on users' affective preference and visual attention.

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

30. Influence of domain experience on icon recognition and preferences.

31. An on-site and remote study during the COVID-19 pandemic on virtual hand appearance and tactile feedback.

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

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

34. Coalition formation during technology adoption.

35. Predicting webpage aesthetics with heatmap entropy.

36. Informal feedback rather than performance measurements – user-centred evaluation in Scrum projects.

37. Tablet game-supported speech therapy embedded in children’s popular practices.

38. A study on the role of trust factor in adopting personalised medicine.

39. The role of goal awareness and information technology self-efficacy on job satisfaction of healthcare system users.

40. A model of e-commerce adoption (MOCA): consumer's perceptions and behaviours.

41. Measuring the coolness of interactive products: the COOL questionnaire.

42. Effects of macroergonomic compatibility of information and communication technologies on the performance of manufacturing systems.

43. Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education.

44. How compulsive use of social media affects performance: insights from the UK by purpose of use.

45. How do entrepreneurs learn and engage in an online community-of-practice? A case study approach.

46. Customer benefits and value co-creation activities in corporate social networking services.

47. E-learning adoption of academicians: a proposal for an extended model.

48. An empirical study on the integrative pre-implementation model of technology acceptance in a mandatory environment.

49. Texting and walking: a controlled field study of crossing behaviours and inattentional blindness in Taiwan.

50. Converging coolness and investigating its relation to user experience.