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

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

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

7. Normalised fuzzy index for research ranking.

8. Reading music from screens vs paper.

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

13. Associations among workload dimensions, performance, and situational characteristics: a meta-analytic review of the Task Load Index.

14. From children's ideas to prototypes for the internet of things: a case study of cross-generational end-user design.

15. Self-tracking behaviour in physical activity: a systematic review of drivers and outcomes of fitness tracking.

16. Agent-based social skills training systems: the ARTES architecture, interaction characteristics, learning theories and future outlooks.

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

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

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

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

21. Making HCI theory work: an analysis of the use of activity theory in HCI research.

22. Factors affecting e-training adoption: an examination of perceived cost, computer self-efficacy and the technology acceptance model.

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

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

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

28. Commercial video games as a resource for mental health: A systematic literature review.

31. Announcement and Call for Papers.

32. How using various platforms shapes awareness of algorithms.

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

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

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

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

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

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

40. Location-based challenges for playful neighbourhood exploration.

41. Development of usable applications featuring QR codes for enhancing interaction and acceptance: a case study.

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

43. An approach for preventing the indexing of hijacked journal articles in scientific databases.

44. Helping older pedestrians navigate in the city: comparisons of visual, auditory and haptic guidance instructions in a virtual environment.

45. Factors influencing viewing behaviour on search engine results pages: a review of eye-tracking research.

46. On the search behaviour of users in the context of interactive social book search.

47. A systematic mapping study of gamification models oriented to motivational characteristics.

48. A systematic review of immersive virtual reality for industrial skills training.

49. Evaluating an information system to provide creative guidance about health-and-safety in manufacturing.

50. Visual design of dialogue flows for conversational interfaces.