A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems | 0 | 0.34 | 2019 |
The Implementation of Instructional Strategies for Training in a Virtual Environment: An Exploratory Investigation of Workload and Performance. | 0 | 0.34 | 2017 |
Preliminary Review of a Virtual World Usability Questionnaire. | 0 | 0.34 | 2016 |
Assessment of Kim's Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance Aspects. | 0 | 0.34 | 2016 |
Alternate Rubric for Performance Assessment of Infantry Soldier Skills Training. | 0 | 0.34 | 2016 |
An analysis of questionnaires and performance measures for a simulation-based kinesic cue detection task. | 0 | 0.34 | 2016 |
Impact of Instructional Strategies on Workload, Stress, and Flow in Simulation-Based Training for Behavior Cue Analysis. | 1 | 0.63 | 2016 |
Assessing Performance Using Kinesic Behavior Cues in a Game-Based Training Environment. | 0 | 0.34 | 2015 |
Immersion, Presence, and Flow in Robot-Aided ISR Simulation-Based Training | 0 | 0.34 | 2014 |
Assessing Engagement in Simulation-Based Training Systems for Virtual Kinesic Cue Detection Training. | 2 | 0.52 | 2013 |
Effects of Visual Fidelity on Biometric Cue Detection in Virtual Combat Profiling Training. | 0 | 0.34 | 2013 |