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Your search keyword '"Augmented reality"' showing total 24 results

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24 results on '"Augmented reality"'

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1. Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention.

2. Effects of the number of strokes, components and usage frequency on the legibility of Chinese characters for optical head-mounted display.

3. Effects of button colour and background on augmented reality interfaces.

4. Immersive experience framework: a Delphi approach.

5. Configuring augmented reality users: analysing YouTube commercials to understand industry expectations.

6. Augmented reality-enhanced language learning for children with autism spectrum disorder: a systematic literature review.

7. Mitigating crowded transportation terminals nearby mega-sports events.

8. Choosing between remote and face-to-face features in a test setting: methodology used in two usability and user experience case studies.

9. Smartphone-based augmented reality for end-user creation of home automations.

10. An experimental study of consumers' impulse buying behaviour in augmented reality mobile shopping apps.

11. Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour.

12. How nostalgic feelings impact Pokémon Go players – integrating childhood brand nostalgia into the technology acceptance theory.

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

14. XR in the era of COVID-19.

15. Serious gaming as a means of facilitating truly smart cities: a narrative review.

16. An experimental study on the role of augmented reality content type in an outdoor site exploration.

17. Impact of digital content on young children's reading interest and concentration for books.

18. A framework for informing consumers on the ecological impact of products at point of sale.

19. Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype.

20. Evaluation of quality and personalisation of VR/AR/MR learning systems.

21. Enhancing augmented reality with cognitive and knowledge perspectives: a case study in museum exhibitions.

22. Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices.

23. Hypnosis therapy using augmented reality technology: treatment for psychological stress and anxiety.

24. A comparative study using an autostereoscopic display with augmented and virtual reality.

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