Identifying Outlier Opinions In An Online Intelligent Argumentation System | 0 | 0.34 | 2021 |
Seven HCI Grand Challenges. | 3 | 0.38 | 2019 |
Learning through mobile devices: leveraging affordances as facilitators of engagement | 0 | 0.34 | 2019 |
Bridging a Bridge: Bringing Two HCI Communities Together. | 0 | 0.34 | 2018 |
Factors Influencing The Adoption Of Smart Wearable Devices | 4 | 0.37 | 2018 |
Role Of Social Media In Public Accounting Firms | 0 | 0.34 | 2018 |
Effect Of Gamification On Intrinsic Motivation | 0 | 0.34 | 2018 |
Neural Correlates of Flow Experience. | 0 | 0.34 | 2018 |
Collaboration in Virtual Worlds: Impact of Task Complexity on Team Trust and Satisfaction | 0 | 0.34 | 2017 |
Enterprise Social Media Use and Impact on Performance: The Role of Workplace Integration and Positive Emotions. | 0 | 0.34 | 2017 |
HCI Testing in Laboratory or Field Settings. | 1 | 0.35 | 2016 |
Understanding Gender Differences in Media Perceptions of Hedonic Systems: A Comparison of 2D versus 3D Media. | 0 | 0.34 | 2016 |
Social Media in Health Care | 0 | 0.34 | 2015 |
Creating Greater Synergy Between HCI Academia and Practice | 0 | 0.34 | 2015 |
Efficacy Of Social Media Utilization By Public Accounting Firms: Findings And Directions For Future Research | 4 | 0.53 | 2015 |
Effects of the Use of Points, Leaderboards and Badges on In-Game Purchases of Virtual Goods | 1 | 0.37 | 2015 |
An Emergent Model of End-users' Acceptance of Enterprise Resource Planning Systems: A Grounded Theory Approach | 2 | 0.37 | 2015 |
HCI in Business: First International Conference, HCIB 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings | 76 | 7.08 | 2014 |
Information Systems User Competency: A Conceptual Foundation | 3 | 0.37 | 2014 |
Institutional boundaries and trust of virtual teams in collaborative design: An experimental study in a virtual world environment. | 4 | 0.44 | 2014 |
Gamification of Education: A Review of Literature. | 26 | 1.29 | 2014 |
Usability of performance dashboards, usefulness of operational and tactical support, and quality of strategic support: a research framework | 1 | 0.37 | 2013 |
Creative Innovativeness with Information Systems (IS) and its Role in Quality IS Usage. | 0 | 0.34 | 2013 |
Computer-Supported Collaborative Learning: A Research Framework | 3 | 0.37 | 2013 |
Gamification of education using computer games | 5 | 0.51 | 2013 |
Agent-Based Virtual Humans in Co-Space: An Evaluative Study | 1 | 0.37 | 2012 |
Empirical Comparison of 3-D Virtual World and Face-to-Face Classroom for Higher Education | 5 | 0.57 | 2012 |
(Hidden) social influences in switching mobile service platforms | 4 | 0.49 | 2012 |
Investigating Intelligent Agents in a 3D Virtual World. | 3 | 0.47 | 2012 |
Gender Differences in Virtual Collaboration on a Creative Design Task. | 5 | 0.40 | 2011 |
Web-Conferencing Based Education: An Empirical Comparison with Face-to-Face Education. | 1 | 0.35 | 2011 |
A Meta-Analysis Comparing Relational and Semantic Models | 0 | 0.34 | 2011 |
Information quality on the World Wide Web: development of a framework. | 3 | 0.43 | 2011 |
Team Collaboration in Virtual Worlds: The Role of Task Complexity. | 1 | 0.35 | 2011 |
Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds. | 25 | 0.74 | 2011 |
3-d Virtual World Education: an Empirical Comparison with Face-to-Face Classroom. | 3 | 0.38 | 2010 |
Co-creation and Collaboration in a Virtual World: A 3D Visualization Design Project in Second Life | 11 | 0.54 | 2010 |
Understanding the values of mobile technology in education: a value-focused thinking approach | 9 | 0.70 | 2010 |
Information Search Patterns in E-Commerce Product Comparison Services | 3 | 0.49 | 2010 |
Impact of Flow and Brand Equity in 3D Virtual Worlds | 14 | 0.72 | 2010 |
Enhancing Brand Equity through Flow: Comparison of 2D versus 3D Virtual World. | 1 | 0.34 | 2010 |
Effects of National Culture on Types of Knowledge Sharing in Virtual Communities | 15 | 0.58 | 2010 |
Empirical Assessment of Factors Influencing Success of Enterprise Resource Planning Implementations | 21 | 0.64 | 2009 |
Are Male and Female Avatars Perceived Equally in 3D Virtual Worlds? | 3 | 0.36 | 2009 |
3-D Virtual Worlds and Higher Education. | 2 | 0.36 | 2009 |
Understanding Factors Influencing Proficient Information Systems Usage. | 0 | 0.34 | 2008 |
Adoption of 3-D Virtual Worlds for Education. | 3 | 0.37 | 2008 |
3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities | 47 | 2.07 | 2008 |
An Experimental Study on Ubiquitous commerce Adoption: Impact of Personalization and Privacy Concerns | 96 | 2.26 | 2008 |
Special Issue Introduction: HCI Studies in MIS | 0 | 0.34 | 2008 |