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101. Enhancing graph production skills via programmed instruction: An experimental analysis of the effect of guided-practice on data-based graph production

102. Impression Management, Candor, and Microcomputer-Based Organizational Surveys: An Individual Differences Approach.

104. Online grocery shopping recommender systems: Common approaches and practices.

105. Analysis of translation teaching skills in colleges and universities based on deep learning.

106. An interactive teaching evaluation system for preschool education in universities based on machine learning algorithm.

108. Computer Anxiety and Measurement of Mood Change.

109. Computerized Testing in a Hospital Setting: Psychometric and Psychological Effects.

110. An Exploratory Study Using Computerized Speech Recognition for Screening Depressive Symptoms.

111. Relationship between visual image art and dance teaching.

113. Designing self-ordering kiosk for older adults: Familiarity design focusing on representation, manipulation, and organization.

114. An individual adaptive ubiquitous learning paradigm: Focusing on the collection and utilization of academic emotions.

117. The effect of anthropomorphism of virtual voice assistants on perceived safety as an antecedent to voice shopping.

118. Towards comprehensive cyberbullying detection: A dataset incorporating aggressive texts, repetition, peerness, and intent to harm.

119. Virtual reality in transportation and logistics: A clustering analysis of studies from 2010 to 2023 and future directions.

120. How recommendation letters affect career Mobility:Evidence from a social networking sites LinkedIn.

121. Metaverse for service industries: Future applications, opportunities, challenges and research directions.

122. A protective buffer or a double-edged sword? Investigating the effect of "parasocial guanxi" on consumers' complaint intention in live streaming commerce.

123. A mixed methods probe into the direct disclosure of software vulnerabilities.

124. The influence of user interface design on consumer perceptions: A cross-cultural comparison.

125. Developing reflection analytics for health professions education: A multi-dimensional framework to align critical concepts with data features.

126. Evaluating reading fluency behavior via reading rates of elementary school students reading e-books.

127. A high-performance clustering algorithm based on searched experiences.

128. How to win the green market? Exploring the satisfaction and sentiment of Chinese consumers based on text mining.

131. Selection of a smart and secure education school system based on the internet of things using entropy and TOPSIS approaches.

132. Working in a virtual world: A meta-analytic investigation of cyber mistreatment in the workplace.

133. Smart Colleges: Analyzing a 5G-Enabled Smart English Hybrid Teaching System.

134. Diffusion of innovation in direct-to-avatar (D2A): A study of immersive communication and branding in the metaverse.

135. When it is part of me, I can do it: Using embodied empowerment to predict adherence to wearable self-care technology.

136. Behind the bubble: Exploring the motivations of NFT buyers.

137. AI or human: How endorser shapes online purchase intention?

138. An intelligent assessment method of criminal psychological attribution based on unbalance data.

139. How online social support enhances individual resilience in the public health crisis: Testing a dual-process serial mediation model.

140. Comparing Computerized versus Traditional Psychological Assessment.

141. Equivalency of Microtest Computer MMPI Administration for Standard and Special Scales.

142. Uncertain environment, dynamic innovation capabilities and innovation strategies: A case study on Qihoo 360.

143. Connections between e-learning, web science, cognitive computation and social sensing, and their relevance to learning analytics: A preliminary study.

144. How reliable are self-assessments using mobile technology in healthcare? The effects of technology identity and self-efficacy.

145. Timing of web personalization in mobile shopping: A perspective from Uses and Gratifications Theory.

147. Foundations for Human-AI teaming for self-regulated learning with explainable AI (XAI).

148. Love it or hate it, but can you ignore social media? - A bibliometric analysis of social media addiction.

149. "I feel AI is neither too good nor too bad": Unveiling Chinese EFL teachers' perceived emotions in generative AI-Mediated L2 classes.

150. "It's a terrible choice to make but also a necessary one": Exploring player experiences with moral decision making mechanics in video games.