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1. Freehand drawing activity: a comparison between tablet-finger vs paper&crayon throughout time.

2. End-user development in industrial contexts: the paper mill case study.

3. The effects of reading on pixel vs. paper: a comparative study.

4. Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students.

5. Effective interventions and features for coronary heart disease: a meta-analysis.

6. UGC’s self-deprecation humor and sustainable brand support attitude on social media: expansion of the perspective of affective events theory.

7. Personalisation and Recommendation for Mental Health Apps: A Scoping Review.

8. Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review.

9. An interpretable metric of visual aesthetics for GUI design.

10. Minor and serious cyberloafing in the workplace: antecedents and effects on job satisfaction.

11. Learning in the wild – exploring interactive notifications to foster organic retention of everyday media content.

12. She has got a gig: affordances of on-demand work apps for marginalised women enduring time scarcity.

13. Reliability and validity of the Cybersecurity Awareness INventory (CAIN)

14. Mood matters: the interplay of personality in ethical perceptions in crowdsourcing.

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

16. Improving PDF readability of scientific papers on computer screens.

17. Trial of a desktop virtual reality application as a method of exposure for test anxiety: a qualitative study.

18. Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions.

19. Interaction design in distributed software development: a systematic mapping study.

20. A taxonomy of prompt modifiers for text-to-image generation.

21. Navigating the social media overload via control abilities: coping strategies and practices.

22. A comparative study of scores on computer-based tests and paper-based tests.

23. The player traits and gratifications of casual and hardcore players in <italic>Harry Potter: Wizards Unite</italic>, <italic>Ingress</italic>, and <italic>Pokémon GO</italic>.

24. How employee resilience contributes to digital performance: moderating role of enterprise social media usage.

25. Insider employee-led cyber fraud (IECF) in Indian banks: from identification to sustainable mitigation planning.

26. Clinical needs and preferences for AI-based explanations in clinical simulation training.

27. Opening the black box of fitness tracking: understanding the mechanisms of feedback in motivating physical activity among older Singaporeans.

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

29. Incorporating evidence into mental health Q&A: a novel method to use generative language models for validated clinical content extraction.

30. Enhancing wayfinding and route learning: a human-centred study of the route-defining locations algorithm.

31. Trust dynamics in human interaction with an industrial robot.

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

33. How to cope with the negative health information avoidance behavior in a pandemic: the role of resilience.

34. Shifting roles and slow research: children’s roles in participatory co-design of critical machine learning activities and technologies.

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

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

37. How enterprise social media usage contributes to employee resilience: moderating role of individual adaptability.

38. The equivalence of Internet versus paper-based surveys in IT/IS adoption research in collectivistic cultures: the impact of satisficing.

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

40. Real-time multidisciplinary team meeting management systems. A comparison with paper records for staging completeness and waiting times.

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

42. Comparing users' performance and game experience between a competitive and collaborative brain-computer interface.

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

44. Reading music from screens vs paper.

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

46. Preparing students to meet their data: an evaluation of K-12 data science tools.

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

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

49. Extracting behavioural features from smartphone notifications.

50. A comparative study of disabled people's experiences with the video conferencing tools Zoom, MS Teams, Google Meet and Skype.