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Causal inference / Paul R. Rosenbaum.
Published 2023Streaming audio (Wentworth users only)
Electronic Audio -
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Soft Computing in Information Communication Technology Volume 1 / edited by Jia Luo.
Published 2012Full text (Wentworth users only).
Electronic eBook -
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HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / edit...
Published 2020Table of Contents: “…Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City “Smart Teams” In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skills on Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain.…”
Full text (Wentworth users only)
Electronic eBook -
11
HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / edit...
Published 2020Table of Contents: “…Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City “Smart Teams” In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skills on Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain.…”
Full text (Wentworth users only)
Electronic eBook -
12
Leaders and innovators : how data-driven organizations are winning with analytics / Tho H. Nguyen.
Published 2016Full text (Wentworth users only)
Electronic eBook -
13
Leaders and innovators : how data-driven organizations are winning with analytics / Tho H. Nguyen.
Published 2016Full text (Wentworth users only)
Electronic eBook -
14
Leaders and innovators : how data-driven organizations are winning with analytics / Tho H. Nguyen.
Published 2016Full text (Wentworth users only)
Electronic eBook -
15
Decarbonizing development : three steps to a zero-carbon future / Marianne Fay, Stephane Hallegatte, Adrien Vogt-Schilb, Julie Rozenberg, Ulf Narloch, Tom Kerr.
Published 2015Table of Contents: “…Smoothing the Transition to Make It Happen -- Managing Concentrated Losses -- Managing the Fears of Competitiveness Loss -- Managing the Risk of Government Failures -- Notes -- References -- Boxes -- 1.1 The "Full" Story on Greenhouse Gases -- 2.1 An Extreme Case of Commitment-Urban Forms -- 3.1 Short-Term Strategies Need to Be Designed Keeping the Long-Term Goal in Mind-Examples from Brazil and Germany -- 3.2 A World Bank Software for Comparing Abatement Options: MACTool -- 3.3 Using Space to Design Deforestation Policies -- 4.1 Agricultural Subsidies Are Also Sizable -- 4.2 Progress on Fossil-Fuel Subsidy Reform -- 4.3 Gaining Momentum on Carbon Pricing -- 4.4 Public Acceptance of Carbon Taxes: Good Communication Helps -- 4.5 Global Mechanisms to Cut Emissions from Deforestation and Forest Degradation -- 5.1 Fiscal Instruments to Encourage Demand for Clean Technology Products -- 5.2 Combining Carbon Pricing with Infrastructure Development in Paris -- 5.3 Orchestrating Renewable Power Scale-Up-The Case of India and Australia -- 6.1 Infrastructure Investment Needs Illustrate the Challenges Faced in Securing Long-Term Financing in Developing Countries -- 6.2 Innovative Public Finance at Work -- 6.3 Global Innovation Lab for Climate Finance's "Call for Ideas" -- 6.4 A Toolkit of Banking Regulation Measures for Low-Carbon Finance -- 7.1 Nonprice Instruments Are Often Regressive -- 7.2 Tips on a Good Communication Strategy for Fossil-Fuel Reform -- 7.3 Managing the Impacts of Global Land-Use Initiatives on the Poor -- Figures.…”
Full text (Wentworth users only)
Electronic eBook -
16
HCI International 2022 – Late Breaking Posters 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II /...
Published 2022Table of Contents: “…Online Classes -- 3D Printing for STEAM Education -- Digital Transformation in Business, Government, and Organizations -- Moral and Political Concerns about Patents: a Cross-Cultural Perspective -- Automation of an Electro-Hydraulic Test Bench Using a Weitek CMT3092 HMI- PLC -- Apply the M/M/C Model of Queuing Theory in a Service System based on FlexSim Simulation in the Post-COVID -- Evaluation Methods Review of the Innovation Capacity of Companies Based on Knowledge Management -- Intelligent Dashboard to Optimize the Tax Management in a Town Municipal Government -- Idea Management in SMEs – Design Principles for Collaboration in Idea Management System -- Human Interface and Competitive Intelligence in Management of Business Science Teaching Research -- Risk Training Tools on Structured Knowledge for Risk Management -- Chrono-Spatialism: Introducing a Time-Based Approach for Retail Space Design in the Digitalized Scenario -- Transformation of the Australian VET Sector: Investigations into the Key Competencies Required of the Australian Workforce in the Era of Industry 4.0 Technologies -- Virtuality in Non-Governmental Organizations: an Analysis from Working Conditions -- Effects of Teleworking on the Body Mass Index of the Teachers of an Educational Institution -- How Effective is the Octalysis Gamification to Design Satisfying Electronic Wallet Experiences? …”
Full text (Wentworth users only)
Electronic eBook