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Artykuły w czasopismach na temat "Technological usability"

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Pavlick, Timothy J., Denise Benel, Richard Horst, Susan Eaton, and Steven Gregory. "Usability Tools and Ease-of-Use: Technological Misfits?" Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 16 (1994): 1043–47. http://dx.doi.org/10.1177/154193129403801611.

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Harshith, Paidakula. "Human-Computer Interactions: The Importance of Usability." International Journal for Research in Applied Science and Engineering Technology 9, no. 9 (2021): 908–10. http://dx.doi.org/10.22214/ijraset.2021.38093.

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Abstract: The tremendous technological advancement that has endured through the last century to the present has led to more good than harm. Ranging from vast technological devices to information communication technology (ICT), which have become the new methods of communication, exchange of knowledge, collaboration, and innovation among users and organizations, life is getting more efficient. The technological devices, including mobile devices, systems application software, and websites, continue impacting lives positively. However, it is reckoned that there is a dearth of essential functionali
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Hasan, Md Kamrul, Tajrin Tahrin Tonmon, Humayun Kabir, et al. "Availability and use of technology for e-learning: to what extent do these impact Bangladeshi university students? A cross-sectional study." F1000Research 10 (December 15, 2021): 1285. http://dx.doi.org/10.12688/f1000research.75532.1.

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Background: E-learning is making education globally and conveniently attainable with the deliverance of advanced technology. However, this mode of academia is still not commonly practiced locally. Thus, the study aimed to investigate technological availability, usability, and association to university students' perceived stress due to e-learning curriculum. Methods: A cross-sectional study commenced among Bangladeshi university students enrolled in the e-learning curriculum. A total of 1162 university students were included. The main explanatory variables were related to the availability of te
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Aliev, Rastyam T. "Beyond Usability: A Critical Analysis of Interface Research." Galactica Media: Journal of Media Studies 6, no. 2 (2024): 223–59. http://dx.doi.org/10.46539/gmd.v6i2.493.

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This article addresses the profound and multifaceted understanding of interfaces in the modern technological era, focusing on integrating ontological, ethical, and aesthetical approaches in interface research. It considers various aspects of human-machine interaction from philosophical, ethical, and aesthetic viewpoints, revealing the complex connections between technological progress and human experience. This study provides a comprehensive analysis of contemporary approaches to interface research, covering its complexity and diversity, as well as identifying current trends and challenges in
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Al Shabibi, Younis. "Teachers’ Perception of Effectiveness of Google Classroom Using the System Usability Scale (SUS)." East Journal of Human Science 1, no. 1 (2025): 21–31. https://doi.org/10.63496/ejhs.vol1.iss1.39.

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This current study aimed to investigate the teachers’ perception of effectiveness of Google Classroom (GC) using the System Usability Scale. The descriptive approach which was used in this study; the study sample consisted of 217 teachers from different education directorates in Oman. The final scoring on the System Usability Scale (SUS) score was 69.2 points of usability, which was ‘good.’ Google Classroom usability in classes was acceptable by teachers since more than 70% of school teachers found that using Google Classroom was ‘good’. In addition, semi-structured interviews were conducted w
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Santiago, Nancy M., Joseline M. Santos, Warlito M. Galita, Oliver R. Mariano, and Raquel C. Adriano. "Quality and Sustainable Education (SDG4): Usability of Online Educationalapplications in Unexpected Online Learning Implementation." Journal of Lifestyle and SDGs Review 4, no. 2 (2024): e02388. http://dx.doi.org/10.47172/2965-730x.sdgsreview.v4.n02.pe02388.

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Objectives: This study aims to assess the usability of online educational applications (OEAs) among teachers during the unforeseen implementation of online distance learning. Specific objectives include characterizing respondents' profiles, evaluating the usability of each OEA, exploring the relationship between resources, technological skills, and OEA usability, and capturing teachers' lived experiences with OEAs in the context of promoting quality and sustainable education. Theoretical Framework: The study is anchored in the theory of connectivism, which emphasizes the importance of networks
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Omar, Khalil, Hussam Fakhouri, Jamal Zraqou, and Jorge Marx Gómez. "Usability Heuristics for Metaverse." Computers 13, no. 9 (2024): 222. http://dx.doi.org/10.3390/computers13090222.

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The inclusion of usability heuristics into the metaverse is aimed at solving the unique issues raised by virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. This research points out the usability challenges of metaverse user interfaces (UIs), such as information overloading, complex navigation, and the need for intuitive control mechanisms in these immersive spaces. By adapting the existing usability models to suit the metaverse context, this study presents a detailed list of heuristics and sub-heuristics that are designed to improve the overall usability of meta
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Abdulrahman, Ayub Othman, and Karwan Mahdi Hama Rawf. "Usability Methodologies and Data Selection: Assessing the Usability techniques on Educational Websites." International Journal of Electronics and Communications Systems 2, no. 2 (2022): 49–56. http://dx.doi.org/10.24042/ijecs.v2i2.15045.

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The purpose of an educational website is to efficiently provide up-to-date services and resources to students, faculty, and staff. However, the needs of university students are not always prioritized throughout the design phase of websites; instead, technological considerations, organizational concerns, and commercial goals may all drive the process. When it comes to meeting the demands of the target audience, website designers often fall short. At the same time, visitors may encounter a wide variety of usability issues while visiting the sites. Thus, the purpose of this study is to examine th
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Pérez-Rodríguez, Rodrigo, Elena Villalba-Mora, Myriam Valdés-Aragonés, et al. "Usability, User Experience, and Acceptance Evaluation of CAPACITY: A Technological Ecosystem for Remote Follow-Up of Frailty." Sensors 21, no. 19 (2021): 6458. http://dx.doi.org/10.3390/s21196458.

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Frailty predisposes older persons to adverse events, and information and communication technologies can play a crucial role to prevent them. CAPACITY provides a means to remotely monitor variables with high predictive power for adverse events, enabling preventative personalized early interventions. This study aims at evaluating the usability, user experience, and acceptance of a novel mobile system to prevent disability. Usability was assessed using the system usability scale (SUS); user experience using the user experience questionnaire (UEQ); and acceptance with the technology acceptance mod
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Cialone, Matteo, and Véronique Ginouvès. "Digital Voices. Tale of a Technological Journey." Oral Archives Journal 1 (February 24, 2025): 21–34. https://doi.org/10.36253/oar-3335.

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This article examines how oral sound archive centres can redefine their missions in the digital era. Combining the perspectives of an ethnomusicologist and an archivist, the authors analyse the adaptations sound archive centres have made to meet the challenges of digital dematerialization. Beginning with a definition of oral archives, the study uses the four core archival principles – authenticity, reliability, integrity, and usability, as defined by the International Council on Archives – to assess the impact of digital technology on archival practices.
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Rozprawy doktorskie na temat "Technological usability"

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Dulude, Louise Carleton University Dissertation Psychology. "Usability of interactive voice response systems in real-life tasks performed by old and young women." Ottawa, 2000.

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Hatter, Alicia Nicole. "Levelling Up: Designing and Testing a Contextual, Web-based Dreamweaver 8 Tutorial for Students with Technological Aptitude Differences." unrestricted, 2007. http://etd.gsu.edu/theses/available/etd-08202007-163527/.

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Thesis (M.A.)--Georgia State University, 2007.<br>Title from file title page. Jennifer L. Bowie, committee chair; George Pullman, Elizabeth Lopez, committee members. Electronic text (160 p. : col. ill.) : digital, PDF file. Description based on contents viewed Mar. 27, 2008 . Includes bibliographical references (p. 149-152).
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Larkin, Devitt. "Aligning with the rapidly shifting technological goalposts : the review and update of the RIMPA technology survey." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/516.

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In 2008 the Records and Information Management Professionals Australasia (RIMPA) organisation (then known as the Records Management Association of Australasia – RMAA) launched its Technology Survey. The survey attempted to capture a snapshot, predominantly but not exclusively in Australia and New Zealand, and gain empirical evidence about the use of technology adoption trends, RIM capabilities in host organisations and the role of RIM personnel in technology selection and adoption. The survey had a particular focus on Records Management (RM) and Enterprise Content Management (ECM) systems and
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Phor, Pallavi. "Virtual World: Observe, Interact & Simulate." Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.

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This thesis researches the potential for using Virtual Worlds as an advanced environment for interaction and simulation besides observation. Tables, matrices and scenarios have been developed to illustrate upfront, the route that can be taken to develop an advanced virtual environment. The paper attempts to build a dialogue for designers, to gauge the requirements of a client and thereby propose a schedule of deliverable, time and cost, in a pre-project phase.
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Purwanto, Alex. "User research and opportunities for innovation : Exploring methods and tools." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296643.

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First-class software engineering is no longer enough for an information system product to gain success on a market. Developing successful information system products has become a challenging practice that requires an understanding of those who are going to use the products. As product innovation has become the lifeblood of companies competing in the fast- paced IT industry, the end users have ultimately become those who determine the success of these type of products. User research is conducted to gather insights of users’ contexts, behaviors and feelings when using products. It can be practic
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Bargelis, Tautvydas. "Interaktyvios interneto sąsajos kūrimo metodika integruojant Flash, XML, ASP.NET, MSSQL technologijas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060111_153404-14817.

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Internet in recent years has changed quite a lot, usual static user interfaces poorly satisfy user's requirements or do not at all. That is why there is a need to analyze a new breed of internet presentation-level technique – rich internet applications (RIA). Main RIA technologies and several internet projects were analyzed in this thesis. Macromedia Flash technology was chosen because of its flexibility, multiplatform implementation, rich user experience, good integration among various server technologies. An experimental system named Ferry transport booking system was built using Macromedia
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Mpofu, Bongeka. "Optimising the usability of content rich e-learning material: an eye tracking experiment." Diss., 2013. http://hdl.handle.net/10500/13832.

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This research was aimed at the optimisation of the usability of content-rich computer and mobile based e-learning material. The goal was to preserve the advantages of paper based material in designing optimised modules that were mobile and computer-based, but at the same time avoiding the pitfalls of converting traditional paper based learning material for use on screen. A mobile eye tracker was used to analyse how students studied similar course content on paper, and on mobile device. Screen based eye tracking was also used to analyse how participants studied corresponding content on a deskto
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Mpofu, Bongeka. "Using eye tracking to optimise the usability of content rich e-learning material." Diss., 2013. http://hdl.handle.net/10500/13832.

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This research was aimed at the optimisation of the usability of content-rich computer and mobile based e-learning material. The goal was to preserve the advantages of paper based material in designing optimised modules that were mobile and computer-based, but at the same time avoiding the pitfalls of converting traditional paper based learning material for use on screen. A mobile eye tracker was used to analyse how students studied similar course content on paper, and on mobile device. Screen based eye tracking was also used to analyse how participants studied corresponding content on a deskto
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Harpur, Patricia-Ann. "Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational context." Diss., 2013. http://hdl.handle.net/10500/11993.

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Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated. This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handhe
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Newayneh, Ketsela Gilats. "A user-centered usability and usefulness evaluation framework of digital libraries in the context of Ethiopia." Thesis, 2021. http://hdl.handle.net/10500/27456.

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Bibliography: leaves 207-224<br>Abstracts and keywords following the Appendices<br>This thesis evaluates Ethiopian higher learning institutes’ digital libraries (DLs) for their usability and usefulness. The outcome contributes knowledge by helping to propel development efforts; satisfy DL stakeholders; provide information and fill information gaps; serve as cross-reference for academicians and researchers in the discipline; make decisions and solve managerial issues in DLs of the developing world; and provide scientific interests and merits for the advancement of information systems.
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Książki na temat "Technological usability"

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Marcus, Aaron, ed. Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6.

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Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: Design for Contemporary Technological Environments. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78227-6.

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Marcus, Aaron, ed. Design, User Experience, and Usability. User Experience in Novel Technological Environments. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39238-2.

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Marcus, Aaron, and Wentao Wang, eds. Design, User Experience, and Usability. User Experience in Advanced Technological Environments. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23541-3.

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Landauer, Thomas K. The trouble with computers: Usefulness, usability, and productivity. MIT Press, 1995.

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Marcus, Aaron. Design, User Experience, and Usability: User Experience in Novel Technological Environments. Springer, 2013.

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Landauer, Thomas K. The Trouble with Computers: Usefulness, Usability, and Productivity. The MIT Press, 1996.

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Marcus, Aaron. Design, User Experience, and Usability : Technological Contexts: 5th International Conference, DUXU 2016, Held as Part of HCI International 2016, ... Springer, 2016.

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Wang, Wentao, and Aaron Marcus. Design, User Experience, and Usability. User Experience in Advanced Technological Environments: 8th International Conference, DUXU 2019, Held as Part ... Springer, 2019.

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Marcus, Aaron. Design, User Experience, and Usability : Technological Contexts: 5th International Conference, DUXU 2016, Held As Part of HCI International 2016, Toronto, Canada, July 17-22, 2016, Proceedings, Part III. Springer London, Limited, 2016.

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Części książek na temat "Technological usability"

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García-Peñalvo, Francisco J., Alicia García-Holgado, Andrea Vázquez-Ingelmo, and Antonio M. Seoane-Pardo. "Usability Test of WYRED Platform." In Learning and Collaboration Technologies. Design, Development and Technological Innovation. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91743-6_5.

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Poh, Norman, Phillip A. Tresadern, and Rita Wong. "Multimodal Interaction in Biometrics: Technological and Usability Challenges." In Interactive Displays. John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118706237.ch10.

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Zub, Dmitry, and Erki Eessaar. "Pattern-Based Usability Analysis: Comparison with a Case-Study." In Technological Developments in Education and Automation. Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-90-481-3656-8_42.

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Sha, Kexin, Yeon-Ji Yun, and Cheryl Zhenyu Qian. "Bridging Cello Learning with Technological Innovations: An Exploration of Interaction Design Opportunities." In Design, User Experience, and Usability. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-61359-3_14.

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Deniz, Gencay, and Pinar Onay Durdu. "Comparison of Mobile Input Methods." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_1.

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Wu, Yixiang, Jianxin Cheng, and Xinhui Kang. "Study of Smart Watch Interface Usability Evaluation Based on Eye-Tracking." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_10.

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Ashby, Simone, Julian Hanna, Katie Ramp, and Jennifer Baranoff. "Balancing Tradeoffs in the Design of an Interactive Art Installation on Surveillance and Big Data." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_11.

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Çay, Damla, and Asım Evren Yantaç. "Learning from the Users for Spatio-Temporal Data Visualization Explorations on Social Events." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_12.

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Eggert, Linda, Yingjie Fan, and Stefan Voß. "Data-Intensive Analytics for Cat Bonds by Considering Supply Chain Risks." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_13.

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Furtado, Elizabeth Sucupira, Lara Furtado, and Vasco Furtado. "A Framework to Evaluate User Empowerment in Decision-Making Experiences with Participatory GIS." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_14.

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Streszczenia konferencji na temat "Technological usability"

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Gupta, Saroj Zumar, Abhilasha Jadhav, Jasgurpreet Singh Chohan, Shashank Pareek, Shivani Pant, and Ahmed Alkhayyat. "Evaluating Usability and Efficiency in Speech Recognition-Enabled Chatbots." In 2024 4th International Conference on Technological Advancements in Computational Sciences (ICTACS). IEEE, 2024. https://doi.org/10.1109/ictacs62700.2024.10840538.

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Ehsani, Kefaiat Lamia, Ehsanur Rahman Rhythm, Md Humaion Kabir Mehedi, and Annajiat Alim Rasel. "A Comparative Analysis of Customer Service Chatbots: Efficiency, Usability and Application." In 2023 Computer Applications & Technological Solutions (CATS). IEEE, 2023. http://dx.doi.org/10.1109/cats58046.2023.10424303.

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Xi, Yuchen, and Xue Chen. "Usability Design of Concrete Grouting Equipment." In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001042.

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Concrete grouting equipment is often used in engineering construction in industries such as bridge construction and highway construction, and is an indispensable part of engineering equipment. The current research on concrete grouting equipment is mainly focused on technological breakthroughs and innovations, and there are deficiencies in the usability of equipment. This research aims to study the usability design of concrete grouting equipment, through an overview of usability, the development status of concrete grouting equipment, future trends and user interviews to study the usability desi
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González-Pérez, Laura Icela, María Soledad Ramírez-Montoya, Francisco J. García-Peñalvo, and Juan Eliezer Quintas Cruz. "Usability evaluation focused on user experience of repositories related to energy sustainability." In TEEM 2017: 5th International Conference Technological Ecosystems for Enhancing Multiculturality. ACM, 2017. http://dx.doi.org/10.1145/3144826.3145385.

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Sandoval, Carlos A. Martínez, Irving Adrian Mondragón Ramírez, and Liz Velia Martínez Robles. "Good Usability Practices for Development of Systems of the Technological University of the Mixteca." In MexIHC '18: 7th Mexican Conference on Human-Computer Interaction. ACM, 2018. http://dx.doi.org/10.1145/3293578.3293591.

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Huilcapi-Collantes, Catalina, Azucena Hernández Martín, and Juan Pablo Hernández-Ramos. "Pedagogical and user interface usability evaluation of an educational mobile app that promotes visual literacy." In TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality. ACM, 2020. http://dx.doi.org/10.1145/3434780.3436573.

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Robert, Fabien Chidanand, and Sundararaman Gopalan. "Indicators for the usability of solar energy in India for the development of Islanded microgrids." In 2017 International Conference on Technological Advancements in Power and Energy (TAP Energy). IEEE, 2017. http://dx.doi.org/10.1109/tapenergy.2017.8397261.

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Leão, Felipe, Gabriel de Brito, Rafael Miguez, and Ingrid Winkler. "Virtual Reality and Eye Tracking in Usability Testing for Industry 4.0." In Anais Estendidos do Simpósio de Realidade Virtual e Aumentada. Sociedade Brasileira de Computação, 2024. http://dx.doi.org/10.5753/svr_estendido.2024.244749.

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Virtual reality has emerged as one of the most promising technologies in the context of Industry 4.0. With technological advancements, there is a notable need to modify usability testing in industrial processes to be more practical, safe, and cost-effective, with virtual reality being a key solution. Virtual reality provides a sophisticated solution to these challenges. This work describes the development of a virtual reality-based environment to analyze eye-tracking data in the context of industrial usability testing. To this end, tests were conducted using the PICO 4 Enterprise headset, anal
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Bonifácio, Langa, and Tumbo Dionísio. "The technological ecosystem as a barrometer for pedagogical usability of technologies at a University of Mozambique." In International conference Czech republic and lusophonic countries 2024: Education, art and digital technology in teaching. University of West Bohemia, Czech Republic, 2024. http://dx.doi.org/10.24132/zcu.2024.12426.53-54.

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Kalinina, S. A., A. G. Merkulova, and M. V. Skavronskaya. "VISUAL INFORMATION DISPLAY IN VIRTUAL REALITY TECHNOLOGICAL ELEMENTS ERGONOMIC ASSESSMENT." In The 4th «OCCUPATION and HEALTH» International Youth Forum (OHIYF-2022). FSBSI «IRIOH», 2022. http://dx.doi.org/10.31089/978-5-6042929-6-9-2022-1-96-99.

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Introduction: The fourth industrial revolution contributes to the intensive introduction of virtual reality technology into production. Virtual environments facilitate the acquisition of knowledge, facilitate the learning of concepts, and aim at mastering various know-how and building skills. The goal: To determine the effective methods of ergonomic evaluation and improvement the usability of binocular and monocular experimental samples of the augmented reality subsystem. Research methods: The research was carried out in 10 volunteer using psychological and sociological questionnaires; stabilo
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