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Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21–25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA
Digitization of Manufacturing Companies: Employee Acceptance Towards Mobile and Wearable Devices
other
Author(s):
Laura Merhar
,
Christoph Berger
,
Stefan Braunreuther
,
Gunther Reinhart
Publication date
(Online):
June 24 2018
Publisher:
Springer International Publishing
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Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research.
Fishbein Martin
,
Fishbein M.
,
M. Fishbein
…
(1975)
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Zukunft der Produktion : Herausforderungen, Forschungsfelder, Chancen
Eberhard Abele
,
Gunther Reinhart
(2011)
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Handbuch Industrie 4.0 : Geschäftsmodelle, Prozesse, Technik
Gunther Reinhart
(2017)
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Publication date (Print):
2019
Publication date (Online):
June 24 2018
Pages
: 187-197
DOI:
10.1007/978-3-319-94619-1_18
SO-VID:
81ffa0ef-184f-4a45-abc6-565b2ab726c1
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Book chapters
pp. 3
The Virtual Penetrating the Physical and the Implication for Augmented Reality Head-Up Displays
pp. 11
Determining Comfortable Pressure Ranges for Wearable EEG Headsets
pp. 20
Can Personal Activity Trackers Be Used to Provide Insight into Sit-to-Stand Workstation Usage and Benefits?
pp. 29
Application of Wearable Technology for the Acquisition of Learning Motivation in an Adaptive E-Learning Platform
pp. 41
What Are You Waiting for? – Perceived Barriers to the Adoption of Fitness-Applications and Wearables
pp. 53
Exploring the Acceptance of mHealth Applications - Do Acceptance Patterns Vary Depending on Context?
pp. 65
Using Non-invasive Wearable Sensors to Estimate Perceived Fatigue Level in Manual Material Handling Tasks
pp. 75
Crafting Usable Quantified Self-wearable Technologies for Older Adult
pp. 88
An Immersive Environment for Experiential Training and Remote Control in Hazardous Industrial Tasks
pp. 98
User Discomfort Evaluation Research on the Weight and Wearing Mode of Head-Wearable Device
pp. 111
Preliminary Therapeutic Knee Band Development for Knee Osteoarthritis (KOA) Relief in the Elderly: A Pilot Study
pp. 123
Step by Step – Users and Non-Users of Life-Logging Technologies
pp. 135
Comparison Among Standard Method, Dedicated Toolbox and Kinematic-Based Approach in Assessing Risk of Developing Upper Limb Musculoskeletal Disorders
pp. 146
Evaluating an Inertial Measurement Unit Based System for After-Reach Speed Measurement in Power Press Applications
pp. 158
Smart Clothing Design Issues in Military Applications
pp. 169
Design of Intelligent Obstacle Avoidance Gloves Based on Tactile Channel
pp. 180
Study on Thermal Comfort of Virtual Reality Headsets
pp. 187
Digitization of Manufacturing Companies: Employee Acceptance Towards Mobile and Wearable Devices
pp. 198
Determination of Cognitive Assistance Functions for Manual Assembly Systems
pp. 208
Interpersonal Resonance: Developing Interpersonal Biofeedback for the Promotion of Empathy and Social Entrainment
pp. 215
IMU-Based Motion Capture Wearable System for Ergonomic Assessment in Industrial Environment
pp. 226
Laboratory Experiment on Visual Attention of Pedestrians While Using Twitter and LINE with a Smartphone on a Treadmill
pp. 233
Biomechanical Load Evaluation by Means of Wearable Devices in Industrial Environments: An Inertial Motion Capture System and sEMG Based Protocol
pp. 243
Analysis of Physical Feature in the Course Turn While Walking
pp. 253
Experience from Indoor Fire Search and Rescue Game Design for Technology Testing
pp. 266
Serious Games in Virtual Environments: Cognitive Ergonomic Trainings for Workplaces in Intralogistics
pp. 275
Minecrafting Virtual Education
pp. 283
Videogames, Motivation and History of Peru: Designing an Educational Game About Mariano Melgar
pp. 294
A Study to Improve Education Through Gamification Multimedia in Museum
pp. 307
A Usability Review of the Learning Master Serious Game in Support of the US Army Jumpmaster’s Course
pp. 318
Games and Business: Human Factors in Gamified Applications
pp. 325
Investigating the Human Factors in eSports Performance
pp. 335
Impressions and Congruency of Pictures and Voices of Characters in “The Idolmaster”
pp. 343
Case Study: Game Character Creation Process
pp. 355
Disruptive Games: Power and Control or Fantasy and Entertainment
pp. 366
Semantic Congruency Between Music and Video in Game Contents
pp. 373
Proposal for Video Game Using the Concept of Becoming the Dotted Main Character
pp. 378
Designing Educational Games Based on Intangible Cultural Heritage for Rural Children: A Case Study on “Logic Huayao”
pp. 390
Game Design Methodology Considering User Experience in Comprehensive Contexts (Trial on Inducing Player to Terminate Game Contentedly by Motivation Control)
pp. 403
Enhancing Usability and User Experience of Children Learning by Playing Games
pp. 410
User Engagement Through Multimodal Feedback and Involvement in Game Design with a Wearable Interface
pp. 416
How Popular Game Engine Is Helping Improving Academic Research: The DesignLab Case
pp. 425
The Relation of Attention Between Player Profiles: A Study on the Eye-Tracking and Profile BrainHex
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