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Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive…
Continuous experimentation (CE) is used by many companies with internet-facing products to improve their software based on user data. Some companies deliberately adopt an experiment-driven approach to software development while some…
Workplace bias creates negative psychological outcomes for employees, permeating the larger organization. Workplace meetings are frequent, making them a key context where bias may occur. Video conferencing (VC) is an increasingly common…
Coworking is characterized by different people sharing a workspace to benefit from the inspiring working atmosphere. Even before Covid-19, many positive effects and dynamics were not fully exploited by their users. One reason is a lack of…
Gaze-based virtual keyboards provide an effective interface for text entry by eye movements. The efficiency and usability of these keyboards have traditionally been evaluated with conventional text entry performance measures such as words…
Social technologies are the systems, interfaces, features, infrastructures, and architectures that allow people to interact with each other online. These technologies dramatically shape the fabric of our everyday lives, from the information…
Since transition to higher education emerged as a research topic in the early 1970s, scholarly inquiry has focused on students without impairments and, what is more, little attention has been paid to the role of digital technologies. This…
Many technology companies aim to improve access and inclusion not only by making their products accessible but also by bringing people with disabilities into the tech workforce. We know less about how accessibility is experienced and…
Mental fatigue is a leading cause of motor vehicle accidents, medical errors, loss of workplace productivity, and student disengagements in e-learning environment. Development of sensors and systems that can reliably track mental fatigue…
Computerized cognitive training (CCT) is a scalable, well-tolerated intervention that has promise for slowing cognitive decline. Outcomes from CCT are limited by a lack of effective engagement, which is decreased by factors such as mental…
Event cameras offer unique advantages for vision tasks in challenging environments, yet processing asynchronous event streams remains an open challenge. While existing methods rely on specialized architectures or resource-intensive…
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities.…
Video-based learning (VBL) has become a dominant method for learning practical skills, yet accessibility guidelines provide limited guidance for users with cognitive differences. In particular, challenges that individuals with Borderline…
Scientific discoveries and technologies played a significant role in the digital revolution that occurred over the last years. But what is their role in the turmoil brought by the current pandemic? The aim of this paper is to show how…
Technology enables a more sustainable and universally accessible educational model. However, technology has brought a paradox into students' lives: it helps them engage in learning activities, but it is also a source of distraction. During…
Computer Anxiety is a phenomenon studied in multiple contexts and, in the actual COVID-19 scenario, it is gaining more and more importance as it impacts technology adoption and autonomy. People with Computer Anxiety (PwCA) might feel…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Information seeking is an interactive behaviour of the end users with information systems, which occurs in a real environment known as context. Context affects information-seeking behaviour in many different ways. The purpose of this paper…
This study aims to develop and test an amalgamated conceptual framework based on Technology Acceptance Model (TAM) and other models from social psychology, such as theory of reasoned action and TAM2 that captures the salient factors…
Meetings are typically considered to be the fuel of an organization's productivity -- a place where employees discuss ideas and make collective decisions. However, it is no secret that meetings are also often perceived as wasteful vacuums,…