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HCI in Business, Government and Organizations. Interacting with Information Systems

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Cover of 'HCI in Business, Government and Organizations. Interacting with Information Systems'

Table of Contents

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    Book Overview
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    Chapter 1 Advanced Nuclear Interface Modeling Environment (ANIME): A Tool for Developing Human-Computer Interfaces for Experimental Process Control Systems
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    Chapter 2 How Can Emails from Different Types of Leaders Influence Employees?
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    Chapter 3 Discuss Attractive Factor of E-Scooter with Miryoku Engineering and Fuzzy Kano Model
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    Chapter 4 The Relevance of Failure to Ensure Safety in Human-Robot Cooperation in Work Environments
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    Chapter 5 Enhancing IS User Empowerment and Problem-Solving Behavior Through Training and Prompting
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    Chapter 6 Virtual World Versus Real World: An Economic Study of the Cyber Games Participation
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    Chapter 7 Challenges in Research Generalizability: The Need for Standardization of Performance Metrics and Methodology
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    Chapter 8 The Adoption of Physiological Measures as an Evaluation Tool in UX
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    Chapter 9 Project Management Implications and Implementation Roadmap of Human Readiness Levels
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    Chapter 10 Context-Awareness and Mobile HCI: Implications, Challenges and Opportunities
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    Chapter 11 Consumer Involvement in NPD Different Stages
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    Chapter 12 Communication in Co-innovation Networks
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    Chapter 13 Implementing Digital Parliament Innovative Concepts for Citizens and Policy Makers
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    Chapter 14 An Analysis for Difficult Tasks in e-Learning Course Design
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    Chapter 15 Explore the Business Model of MOOCs
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    Chapter 16 Mobile Web Strategy for Cultural Heritage Tourism: A Study on Italian Opera Houses
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    Chapter 17 Improving Healthcare with Wearables: Overcoming the Barriers to Adoption
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    Chapter 18 Are you Willing to see Doctors on Mobile Devices? A Content Analysis of User Reviews of Virtual Consultation Apps
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    Chapter 19 Factors Influencing Acceptance and Continued Use of mHealth Apps
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    Chapter 20 Embedding the Social Features into E-learning System: A Review
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    Chapter 21 Learning as Adventure: An App Designed with Gamification Elements to Facilitate Language Learning
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    Chapter 22 Towards Accepted Smart Interactive Textiles
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    Chapter 23 Smartglasses Used by Forklift Operators: Digital Accident Hazard or Efficient Work Equipment? A Pilot Study
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    Chapter 24 Finger Extension and Flexion: How Does the Trackpad Orientation Influence Product Evaluation in Social Media?
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    Chapter 25 Evaluation of the Usage of Support Vector Machines for People Detection for a Collision Warning System on a Forklift
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    Chapter 26 A Comparison of Attention Estimation Techniques in a Public Display Scenario
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    Chapter 27 Is Augmented Reality Leading to More Risky Behaviors? An Experiment with Pokémon Go
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    Chapter 28 Usage and Physiological Effects of Dynamic Office Workstations - A Field Pilot Study
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    Chapter 29 Driving Under Voluntary and Involuntary Distraction: An Empirical Study of Compensatory Behaviors
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    Chapter 30 Cognitive Load by Context-Sensitive Information Provision Using Binocular Smart Glasses in an Industrial Setting
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    Chapter 31 Modifications of Driver Attention Post-distraction: A Detection Response Task Study
Attention for Chapter 15: Explore the Business Model of MOOCs
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Chapter title
Explore the Business Model of MOOCs
Chapter number 15
Book title
HCI in Business, Government and Organizations. Interacting with Information Systems
Published in
Lecture notes in computer science, May 2017
DOI 10.1007/978-3-319-58481-2_15
Book ISBNs
978-3-31-958480-5, 978-3-31-958481-2

Yuan Long

Mendeley readers

The data shown below were compiled from readership statistics for 7 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 7 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 2 29%
Student > Ph. D. Student 1 14%
Lecturer 1 14%
Researcher 1 14%
Professor > Associate Professor 1 14%
Other 0 0%
Unknown 1 14%
Readers by discipline Count As %
Computer Science 2 29%
Social Sciences 2 29%
Unknown 3 43%