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

2. Socioeconomic status influences Turkish digital natives' internet use habitus.

3. Curtailing smartphone use: a field experiment evaluating two interventions.

4. Correlation between psychological factors, academic performance and social media addiction: model-based testing.

5. Exploring barriers affecting eLearning usage intentions: an NLP-based multi-method approach.

6. Use of mobile phone among patients with HIV/AIDS in a low-middle income setting: a descriptive exploratory study.

7. The role of a location-based city exploration game in digital placemaking.

8. Games for active ageing, well-being and quality of life: a pilot study.