Can 3D Virtual Worlds Address Healthcare Issues? Development, Delivery, Efficacy and Motivations to Use
暂无分享,去创建一个
[1] Hans van der Heijden,et al. User Acceptance of Hedonic Information Systems , 2004, MIS Q..
[2] K. Eisenhardt. Building theories from case study research , 1989, STUDI ORGANIZZATIVI.
[3] B. Turner,et al. Grounded Theory and Organizational Research , 1986 .
[4] Jungjoo Jahng,et al. Effective design of electronic commerce environments: a proposed theory of congruence and an illustration , 2000, IEEE Trans. Syst. Man Cybern. Part A.
[5] M. Jones,et al. Is primary care ready to embrace e-health? A qualitative study of staff in a London primary care trust. , 2006, Informatics in primary care.
[6] C. Gersick. Time and Transition in Work Teams: Toward a New Model of Group Development , 1988 .
[7] KA Thleen,et al. Building Theories from Case Study , 2007 .
[8] Anselm L. Strauss,et al. Basics of qualitative research : techniques and procedures for developing grounded theory , 1998 .
[9] R. Yin. Case Study Research: Design and Methods , 1984 .
[10] Izak Benbasat,et al. The Case Research Strategy in Studies of Information Systems , 1987, MIS Q..
[11] David Gefen,et al. Efficacy of Privacy Assurance Mechanisms in the Context of Disclosing Health Information Online , 2008, AMCIS.
[12] Marc Hassenzahl,et al. The Interplay of Beauty, Goodness, and Usability in Interactive Products , 2004, Hum. Comput. Interact..
[13] Richard E. Potter,et al. Strategic Maneuvering in Healthcare Technology Markets: The Case of Emdeon Corporation , 2007, Int. J. E Bus. Res..
[14] D. Whetten. What Constitutes a Theoretical Contribution , 1989 .
[15] A. Strauss,et al. The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .
[16] P. Jordan. Human factors for pleasure in product use. , 1998, Applied ergonomics.
[17] B DavisGordon,et al. An investigation of media selection among directors and managers , 1998 .
[18] Anat Rafaeli,et al. Aesthetics and Professionalism of Virtual Servicescapes , 2006 .
[19] Izak Benbasat,et al. An investigation into the effects of Text-To-Speech voice and 3D avatars on the perception of presence and flow of live help in electronic commerce , 2005, TCHI.
[20] Anamaria de Moraes,et al. The lack of usability in design icons: an affective case Study about Juicy Salif , 2003, DPPI '03.
[21] E. Berscheid,et al. What is beautiful is good. , 1972, Journal of personality and social psychology.
[22] N. Tractinsky,et al. What is beautiful is usable , 2000, Interact. Comput..
[23] D. Norman. Emotional design : why we love (or hate) everyday things , 2004 .
[24] Chin-Lung Hsu,et al. Consumer behavior in online game communities: A motivational factor perspective , 2007, Comput. Hum. Behav..
[25] Feeling the Presence of Products , 2001 .
[26] Young Eun Lee,et al. The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation , 2005, MIS Q..
[27] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[28] Gordon B. Davis,et al. An Investigation of Media Selection Among Directors and Managers: From "Self" to "Other" Orientation , 1998, MIS Q..