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1. Taking the Chat out of Chatbot? Collecting User Reviews with Chatbots and Web Forms.

2. GLAM Convergence Revisited: An Examination of User Perception and Experience.

3. Nonverbal Communication through Expressive Objects.

4. A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation.

5. Usability and User Experience Challenges of Cross Reality Laboratories Experienced by Creators.

6. User Experience and the Role of Personalization in Critiquing-Based Conversational Recommendation.

7. Boost Your Immunity: VACCINE for Preventing a Novel Stealthy Slice Selection Attack in 5G and Beyond.

8. A board of one's own: Interviewing the anonymous female imageboard community.

9. Integrating design thinking and agile approaches in analytics development: The case of Aginic.

10. RecommendRift: a leap forward in user experience with transfer learning on netflix recommendations.

11. TYPOLOGIES AND PATTERNS OF INFORMATION ARCHITECTURE In the User Interfaces of Meta's Social Networks (Instagram).

12. ALGORITHM IDENTIFICATION AND INTEGRATED WITH PUSH SERVICE FOR TELEMEDICINE SYSTEM.

13. SCALABLE INNOVATIVE FACTORS FOR SHAPING CONSUMER INTENTIONS ON ELECTRIC TWO-WHEELERS ADOPTIONS.

14. Speaking, fast or slow: how conversational agents' rate of speech influences user experience.

15. Impact of the development and implementation of a multiplatform mobile application in the gastronomic sector: an analysis through the neutrosophic PEST-SWOT approach.

16. A framework for evaluation of crowdsourcing platforms performance.

17. Characterizing information access needs in gaze-adaptive augmented reality interfaces: implications for fast-paced and dynamic usage contexts.

18. Emotional responses to human values in technology: The case of conversational agents.

19. Pinch gesture interaction in the peripersonal space using VST smartphone-based HMDs.

20. Factors that facilitate or hinder the use of the facial rehabilitation webtool MEPP 2.0: a comparative study in the Quebecer health system.

21. Fostering engaging online learning experiences: Investigating situational interest and mind-wandering as mediators through learning experience design.

22. Improving the Door-To-Door Customer Journey for a National Public Transport Company.

23. Effect of Perceived Ease of Use and Usefulness on UX and Behavioral Outcomes.

24. Development and Validation of a Positive-Item Version of the Visual Aesthetics of Websites Inventory: The VisAWI-Pos.

25. Development and Validation of Four Social Scales for the UX Evaluation of Interactive Products.

26. Effects of Posture and Locomotion Methods on Postural Stability, Cybersickness, and Presence in a Virtual Environment.

27. Effects of Users' Motivation on Their Usage of Mobile Cloud Computing.

28. Understanding people's attitudes in IoT systems using wellness probes and TF-IDF data analysis.

29. Validation and user experience of a dry electrode based Health Patch for heart rate and respiration rate monitoring.

30. Supporting Human–Robot Interaction in Manufacturing with Augmented Reality and Effective Human–Computer Interaction: A Review and Framework.

31. Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project.

32. Computerised health interventions targeting Australian veterans and their families: A scoping review.

33. Traditional and Modern Methods for Web and Media Analysis and Design: A Comparative Study.

34. Testing the Feasibility, User Experiences, and Preliminary Effect of Conversation Cards for Adolescents© For Behavior Change and Collaborative Goal Setting in Primary Care: A Pilot Randomized Controlled Trial.

35. 'Disciplining the audience': Audience experiences with MUBI.

36. 'Do I pray when listening to a recorded prayer?': Approval and critique of digital practices in the Russian Orthodox Church.

37. Patient Experience and Feasibility of a Remote Monitoring System in Parkinson's Disease.

38. 融合情感意图和情感原因的共情回复生成方法.

39. Context Connection: A Product Creative Design Method for Integrating Design Materials and Design Resources.

40. User Experience, Motivation and Self-Efficacy Comparisons Between Virtual Reality and Conventional PC-Based Flight Simulation Training.

41. Closed-loop systems: recent advancements and lived experiences.

42. Adoption and Continuance in the Metaverse.

43. Analyzing VR Game User Experience by Genre: A Text-Mining Approach on Meta Quest Store Reviews.

44. Development of a T2D App for Elderly Users: Participatory Design Study via Heuristic Evaluation and Usability Testing.

45. Enhancing Recommendation Diversity and Novelty with Bi-LSTM and Mean Shift Clustering.

46. Design and Evaluation of a Precision Irrigation Tool's Human–Machine Interaction to Bring Water- and Energy-Efficient Irrigation to Resource-Constrained Farmers †.

47. FRAMUX-EV: A Framework for Evaluating User Experience in Agile Software Development.

48. A Survey on the Design of Virtual Reality Interaction Interfaces.

49. Telemedicine and Remote Management of Patients with Heart Failure: From Theory to Daily Practice.

50. Why a user prefers an artwork: A deep attention model for artwork recommendation.

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