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151. Development and evaluation of an emergency department serious game for undergraduate medical students.

152. Looking in Depth: Targeting by Eye and Controller Input for Multi-Depth Target Placement.

153. The Innovative Design of Museum Education System in China based on Visitor Perception Analysis.

154. Enhancing engineering students' satisfaction with online learning: factors, framework, and strategies.

155. Comparative study of the McGrath™ videolaryngoscope blades and conventional laryngoscopy efficacy during mechanical chest compressions: Insights from a randomized trial with 90 anesthesiologists on objective and subjective parameters.

156. Evaluating Usability and UX in Touchable Holographic Solutions: A Validation Study of the UUXE-ToH Questionnaire.

157. Light field imaging technology for virtual reality content creation: A review.

158. Three technical challenges of scaling from social virtual reality to metaverse(s): interoperability, awareness and accessibility.

159. Psychophysiological insights and user perspectives: enhancing police de-escalation skills through full-body VR training.

160. A Study of Key Factors Influencing the Usability of Smartphone Graphical User Interfaces for Older Adults.

161. El aporte de las herramientas de inteligencia artificial en el diseño de espacios virtuales.

162. Evaluation of Haptic Textures for Tangible Interfaces for the Tactile Internet.

163. Innovating Statistics Education: The Design of a Novel App Using Design Thinking.

164. Enhancing Explainable Recommendations: Integrating Reason Generation and Rating Prediction through Multi-Task Learning.

165. V-Cockpit: A Platform for the Design, Testing, and Validation of Car Infotainment Systems through Virtual Reality.

166. How to Talk to AI: The Role of Preset Prompt Language Styles in Shaping Conversational Experience.

167. Evaluating User Experience and Data Quality in Gamified Data Collection for Appearance-Based Gaze Estimation.

168. "Anything that would help is a positive development": feasibility, tolerability, and user experience of smartphone-based digital phenotyping for people with and without type 2 diabetes.

169. The Construction of Data Usability.

170. Usability and User Experience Evaluation in Intelligent Environments: A Review and Reappraisal.

171. Digital behaviour change intervention for weight loss maintenance in adults with obesity: a feasibility pilot study of eCHANGE.

172. The Effect of Dynamic Effects and Color Transparency of AR-HUD Navigation Graphics on Driving Behavior Regarding Inattentional Blindness.

173. A holistic quality taxonomy for virtual reality experiences.

174. 基于用户体验地图的高校图书馆红色文化资源数字服务体验与优化对策.

175. Design of an exergame system for knee osteoarthritis rehabilitation based on the exercise prescription.

176. The regulatory status of health apps that employ gamification.

177. Enhancing Cobot Design Through User Experience Goals: An Investigation of Human–Robot Collaboration in Picking Tasks.

178. Usability of a smartphone-compatible, confocal micro-endoscope for cervical cancer screening in resource-limited settings.

179. Livestream sales prediction based on an interpretable deep-learning model.

180. Enhancing Access Through Language-Tailored Approach in Telehealth and Veterans Video Connect: Traumatic Brain Injury (TBI) Veterans Satisfaction Assessment.

181. A STUDY BASED ON MODELS OF USER INTERACTION AND VISUAL IMMERSION STRATEGIES EXPLORING THE IMPACT OF COLOR IN DIGITAL SPACES ON THE AUTISM COMMUNITY.

182. Cargo bikes for personal transport: A user segmentation based on motivations for use.

183. Exploring the landscape of automated species identification apps: Development, promise, and user appraisal.

184. Beamforming and Resource Allocation for Heterogeneous Bands in 6G.

185. User's Dilemma: A Qualitative Study on the Influence of Netflix Recommender Systems on Choice Overload.

186. Harnessing the Power of AI for Managing Grey Literature.

187. Accessibility, Usability, and Universal Design for Learning: Discussion of Three Key LX/UX Elements for Inclusive Learning Design.

188. Retrospective Analysis of Municipal Geoportal Usability in the Context of the Evolution of Online Data Presentation Techniques.

189. Evaluation of the reliability and usability of CARE‐Radiology: A descriptive‐analytic study.

190. User Experience and Usability of Voice User Interfaces: A Systematic Literature Review.

191. Exploring Players' Perspectives: A Comprehensive Topic Modeling Case Study on Elden Ring.

192. ITU-T SG16 Meeting Report.

193. Person Image Generation Guided by Posture, Expression and Illumination.

194. Presence and Pronouns: An Exploratory Investigation into the Language of Social VR.

195. An Irregular Pupil Localization Network Driven by ResNet Architecture.

196. Three-Dimensional Posture Estimation of Vehicle Occupants Using Depth and Infrared Images.

197. 6DoF Object Pose and Focal Length Estimation from Single RGB Images in Uncontrolled Environments.

198. Evaluation of design properties of electric and combustion cars based on eye tracking.

199. Personality-driven experience storage and retrieval for sentiment classification.

200. Running out of time(rs): effects of scarcity cues on perceived task load, perceived benevolence and user experience on e-commerce sites.

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