Found: 13
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Exploring User Experience and Usability in a Metaverse Learning Environment for Students: A Usability Study of the Artificial Intelligence, Innovation, and Society (AIIS).
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- Electronics (2079-9292), 2023, v. 12, n. 20, p. 4283, doi. 10.3390/electronics12204283
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ExerSense: Physical Exercise Recognition and Counting Algorithm from Wearables Robust to Positioning †.
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- Sensors (14248220), 2021, v. 21, n. 1, p. 91, doi. 10.3390/s21010091
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- Article
A human digital twin for the M-Machine.
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- Discover Artificial Intelligence, 2024, v. 4, n. 1, p. 1, doi. 10.1007/s44163-024-00164-x
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- Article
When Japanese Elderly People Play a Finnish Physical Exercise Game: A Usability Study.
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- Journal of Usability Studies, 2016, v. 11, n. 4, p. 131
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- Article
Towards Metaverse: Utilizing Extended Reality and Digital Twins to Control Robotic Systems.
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- Actuators, 2023, v. 12, n. 6, p. 219, doi. 10.3390/act12060219
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- Article
Remote navigation of a mobile robot in an RFID-augmented environment.
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- Personal & Ubiquitous Computing, 2010, v. 14, n. 2, p. 125, doi. 10.1007/s00779-009-0238-3
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- Article
Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan.
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- International Journal of Serious Games, 2017, v. 4, n. 4, p. 37, doi. 10.17083/ijsg.v4i4.183
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- Article
Effectiveness of Gamification in Knee Replacement Rehabilitation: Protocol for a Randomized Controlled Trial With a Qualitative Approach.
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- JMIR Research Protocols, 2022, v. 11, n. 11, p. 77, doi. 10.2196/38434
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- Article
Differential interactions of age and sleep deprivation in driving and spatial perception by male drivers in a virtual reality environment.
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- Scandinavian Journal of Psychology, 2021, v. 62, n. 6, p. 787, doi. 10.1111/sjop.12762
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The right‐side perceptual bias in aging determined in a laboratory setting and during a virtual driving task.
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- Scandinavian Journal of Psychology, 2018, v. 59, n. 1, p. 32, doi. 10.1111/sjop.12412
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- Article
713. Indoor positioning using symmetric double-sided two-way ranging in a welding hall.
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- Journal of Vibroengineering, 2012, v. 14, n. 1, p. 27
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- Article
Immersive Safe Oceans Technology: Developing Virtual Onboard Training Episodes for Maritime Safety.
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- Future Internet, 2020, v. 12, n. 5, p. 80, doi. 10.3390/fi12050080
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- Article
Investigating the Finnish elderly people's user experiences in playing digital game-based skiing exercise: A usability study.
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- Gerontechnology, 2017, v. 16, n. 2, p. 65, doi. 10.4017/gt.2017.16.2.002.00
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- Article