755 Total Citations
13 Publications
58 Citations per Publication
235 h-index

Recent Citations

... [78] Several researchers are exploring the applications of HMDs in various fields. To date, HMDs have been used in applications such as supporting human memory [141], [153], future machine tools [143], factory automation [647], computer-supported collaborative work [144], personal imaging [145], telemedicine [146], urban environment guides [147], remote collaboration [148], computer games [149], [150], [156], archeological sites [151], [157], astronaut extravehicular activity [152], and medical applications [155]...

Reference: Head-Worn Displays: A Review

... Studies have shown that in order to increase information retention and promote optimal learning experiences, learning pace must be adjusted and personalized to each student (Najjar, 1998; O'Byrne and Pytash, 2015; Shemshack and Spector, 2020). For example, Hasler et al. (2007) investigated the differences between imposed system-paced and personalized learner-paced groups on primary school students...

Reference: Enhancing learning experiences: EEG-based passive BCI system adapts learning speed

... In many cases this is inefficient and error prone way of doing things. Using mobile terminals instead of pen and paper and a desktop has been solicited as a modern solution both by industry and academia [1,2,3]. For example, wearable computers with speech input are suggested for large vehicle maintenance [1] and quality inspectors in food processing industry [2]...

Reference: Wearable Context Aware Terminal for Maintenance Personnel

... 1) System adaptations L1 represents 36% (42 out of 115) of the reviewed articles and contributes to proposing and adapting new systems that incorporate innovative technologies in education. For the most part, reviewed literature reveal that the general goal of system adaptation is to change user behavior in different educational contexts such as physical education [42], special needs education [11], STEM education [65], educational training [96], immersive training [124], learning analytics [104], collaborative learning [110], and game-based learning [108]...

Reference: Wearable Technology in Education: A Systematic Review