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85 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. Increasing motivation in social exercise games: personalising gamification elements to player type.

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

6. Breaking social isolation for older people living alone with technology.

7. Illuminating muscle memory's sinister side: a social media case study.

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

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

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

11. Making time perception shorter with pitch and interval patterns.

12. The effective recommendation approaches depending on user's psychological ownership in online content service: user-centric versus content-centric recommendations.

13. The role of excessive social media content generation, attention seeking, and individual differences on the fear of missing out: a multiple mediation model.

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

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

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

17. Extracting behavioural features from smartphone notifications.

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

19. Personality and emotion based cyberbullying detection on YouTube using ensemble classifiers.

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

21. User-centred quality of UI interventions aiming to influence online news commenting behaviour.

22. How dynamic information layout in GIS interface affects users' search performance: integrating visual motion cognition into map information design.

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

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

25. How do users' feedback influence creators' contributions: an empirical study of an online music community.

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

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

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

29. Motivation-based approach for tailoring persuasive mental health applications.

30. Factors affecting MOOC teacher effectiveness from the perspective of professional capital.

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

32. Factors influencing viewing behaviour on search engine results pages: a review of eye-tracking research.

33. Identifying nonconformities in contributions to programming projects: from an engagement perspective in improving code quality.

34. Nature imagery in user interface design: the influence on user perceptions of trust and aesthetics.

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

36. Need frustration in online video games.

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

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

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

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

41. Using activity theory to understand the impact of social networking sites and apps use by Saudi postgraduate students.

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

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

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

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

46. Handling of online information by users: evidence from TED talks.

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

48. From skeuomorphism to flat design: age-related differences in performance and aesthetic perceptions.

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

50. Exploring frame-based gesture design for immersive VR shopping environments.