285 results on '"Biocca, Frank"'
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2. Development of Head-Mounted Projection Displays for Distributed, Collaborative, Augmented Reality Applications
3. Evaluating Global Integrated Transportation Application for Mega Event: Role of Trust and Exchanging Personal Information in Mobility as a Service (MaaS)
4. Beyond user experience: What constitutes algorithmic experiences?
5. AR-VIS: Augmented Reality Interactive Visualization Environment for Exploring Dynamic Scientific Data
6. The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action
7. Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance
8. M.I.N.D. Brain Sensor Caps: Coupling Precise Brain Imaging to Virtual Reality Head-Mounted Displays
9. Lighting a Path While Immersed in Presence: A Wayward Introduction
10. The Role of Virtual Experience in Consumer Learning
11. Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence
12. Explicating user behavior toward multi-screen adoption and diffusion : User experience in the multi-screen media ecology
13. Effect of 3D Projection Mapping Art: Digital Surrealism
14. Voice Control System and Multiplatform Use: Specialist Vs. Generalist?
15. AR-VIS: Augmented Reality Interactive Visualization Environment for Exploring Dynamic Scientific Data
16. Connected to My Avatar : Effects of Avatar Embodiments on User Cognitions, Behaviors, and Self Construal
17. Embodiment and Embodied Cognition
18. Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness
19. Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance
20. M.I.N.D. Brain Sensor Caps: Coupling Precise Brain Imaging to Virtual Reality Head-Mounted Displays
21. Exploring the User Experience of Three-Dimensional Virtual Learning Environments
22. Performance Evaluation of Augmented Reality for Directed Assembly
23. Teleportal Augmented Reality System: Integrating Virtual Objects, Remote Collaborators, and Physical Reality for Distributed Networked Manufacturing
24. Mapping the Semantic Asymmetries of Virtual and Augmented Reality Space
25. Does Home Internet Use Influence the Academic Performance of Low-Income Children?
26. How Low-Income Children Use the Internet at Home
27. Frames of Reference in Mobile Augmented Reality Displays
28. BRAND LOGO PLACEMENTS IN VIOLENT GAMES: Effects of Violence Cues on Memory and Attitude Through Arousal and Presence
29. Attention Issues in Spatial Information Systems: Directing Mobile Users' Visual Attention Using Augmented Reality
30. In Platforms We Trust?Unlocking the Black-Box of News Algorithms through Interpretable AI
31. Television as an Instrument in the Informal Education of Preschool Children: An Analysis of National Options.
32. The Active Audience: Trivia, Exaggeration, or Ideology.
33. The Pursuit of Sound: Aural Media, Perception, and the Composer in the Early Twentieth Century.
34. Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics.
35. The Role of the Self-Presence for Interactive Large Digital Displays: Gesture Interactivity and Mirrored-Self Image for Advertising Content
36. Communication Research in the Design of Communication Interfaces and Systems.
37. Communication within Virtual Reality: Creating a Space for Research.
38. The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Women.
39. Voice Control System and Multiplatform Use: Specialist Vs. Generalist?
40. Connected to My Avatar
41. Embodiment and Embodied Cognition
42. Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness
43. Building bridges across fields, universities, and countries: successfully funding communication research through interdisciplinary collaboration
44. Virtual Reality and Presence
45. The Space of Cognitive Technology: The Design Medium and Cognitive Properties of Virtual Space
46. IMPACT OF A SAFER SEX VIDEO GAME FOR YOUNG AFRICANAMERICAN HETEROSEXUAL MEN IN THE U.S. ON SAFER SEX INTENTIONS: B-058
47. Cognitive Modeling of Video Game Player User Experience
48. Targeting in Virtual Workspaces: motor learning consolidates spatial memory for performance clusters
49. The impact of Internet use on the other side of the digital divide
50. Personality, cognitive style, demographic characteristics and Internet use – Findings from the HomeNetToo project
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