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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
Overall attention for this book and its chapters
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (64th percentile)
  • Good Attention Score compared to outputs of the same age and source (72nd percentile)

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