yusuke1997/dblp-id-title huggingface dataset:
The effect of ad integration and interactivity on young teenagers' memory, brand attitude and personal data sharing
An application of brand personality to advergames: The effect of company attributes on advergame personality
Parenting style and parental monitoring with information communication technology: A study on Japanese junior high school students and their parents
"Clinically significant distress" in internet gaming disorder: An individual participant meta-analysis
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
What is XR? Towards a Framework for Augmented and Virtual Reality
"Thanks for watching". The effectiveness of YouTube vlogendorsements
Why do we multitask with media? Predictors of media multitasking among Internet users in the United States and Taiwan
Can teachers' digital competence influence technology acceptance in vocational education?
Forty years of service, excellence, and vision, and many more to come
Do non-fungible tokens create long-term value for luxury brands? The effect of NFT promotions on customer equity
Facebook self-disclosure: Examining the role of traits, social cohesion, and motives
Attentional inhibitory control interference related to videogames, pornography, and TV series exposure: An experimental study in three independent samples
Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation
Harsh parenting and problematic Internet use in Chinese adolescents: Child emotional dysregulation as mediator and child forgiveness as moderator
Facebook's emotional consequences: Why Facebook causes a decrease in mood and why people still use it
The influence of using affective tutoring system in accounting remedial instruction on learning performance and usability
What triggers envy on Social Network Sites? A comparison between shared experiential and material purchases
With different words: The arguments that can empower an e-minority
Special issue on advanced intelligent computing theory and methodology
Why do you keep doing that? The biasing effects of mental states on IT continued usage intentions
Cyberbullying: Topics, strategies, and sex differences
Consumer perceptions on web advertisements and motivation factors to purchase in the online shopping
The role of facial expression and tie strength in sender presence effects on consumers' brand responses towards visual brand-related user generated content
Developing navigation graphs for TED talks
Positive affect predicting worker psychological response to cyber-bullying in the high-tech industry in Northern Taiwan
The reciprocal effects of social network site use and the disposition for self-disclosure: A longitudinal study
Smartphone usage among older adults
Effects of disease and leader type on moderators in online support groups
Are we addicted to our cell phones?
An empirical study of narrative imagery in implicit and explicit contexts
Cues in computer-mediated communication: A corpus analysis
Understanding tablet computer usage among primary school students in underdeveloped areas: Students' technology experience, learning styles and attitudes
The relation between the cyberhate and cyberbullying experiences of adolescents in the Czech Republic, Poland, and Slovakia
Violent video game exposure and moral disengagement in early adolescence: The moderating effect of moral identity
The effects of visual congruence on increasing consumers' brand engagement: An empirical investigation of influencer marketing on instagram using deep-learning algorithms for automatic image classification
Investigation of smartphone use characteristics underlying problematic smartphone use by dense longitudinal smartphone tracking
Flow on the net-detecting Web users' positive affects and their flow states
Be careful what you wish for: The impact of advertisement choice on viewers' expectations
Psychological distress and problematic smartphone use: Two faces of the same coin? Findings from a survey on young Italian adults
Designing support to facilitate learning in powerful electronic learning environments
Research issues of Internet-integrated cognitive style
An eye-tracking analysis of instructor presence in video lectures
Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres
Employee creativity formation: The roles of knowledge seeking, knowledge contributing and flow experience in Web 2.0 virtual communities
Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?
Enhancing self-perceived effects using Web-based portfolio assessment
Task difficulty and team diversity on team creativity: Multi-agent simulation approach
A computer based system to design expressive avatars
The ABCD typology: Profile and motivations of Turkish social network sites users
Types of humor that robots can play
The influence of participant role, gender, and age in elementary and high-school children's moral justifications of cyberbullying behaviors
User experience: A concept without consensus? Exploring practitioners' perspectives through an international survey
Navigating the future: A longitudinal exploration of public acceptance of autonomous taxis from initial trials to stepwise habituation
The interaction of contextual realism and fantasy tendency on aggressive behavior following violent video game play: An indirect test of violent content effects
Individual differences in susceptibility to online influence: A theoretical review
Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy
Online social support for young people: Does it recapitulate in-person social support; can it help?
Performing social engineering: A qualitative study of information security deceptions
Measuring the relationship between social media use and addictive behavior and depression and suicide ideation among university students
Web survey experiments on matrix questions
The effect factors of end-user task performance in a business environment: Focusing on computing competency
Exploring the collaborative synthesis of information during online reading
Your post is embarrassing me: Face threats, identity, and the audience on Facebook
Application of humanization to survey chatbots: Change in chatbot perception, interaction experience, and survey data quality
An interdisciplinary Co-authorship networking perspective on AR and human behavior: Taking stock and moving ahead
The acceptance of Tablet-PCs in classroom instruction: The teachers' perspectives
An investigation the factors affecting MIS student burnout in technical-vocational college
Electronic displays of aggression in teen dating relationships: Does the social ecology matter?
Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?
Measuring perspective taking with the "Virtual Class" videogame: A child development study
Facebook use and body dissatisfaction moderate the association between discrimination and suicidality among LGBQ individuals
Significant concerns influence online pro bono volunteering of faculty members
Corrigendum to "The effect of a persuasive social impact game on affective learning and attitude" [Computers in Human Behavior 45 (2015) 213-221]
Information system professionals' knowledge and application gaps toward Web design guidelines
Violent video game play, gender, and trait aggression influence subjective fighting ability, perceptions of men's toughness, and anger facial recognition
Academic stress and first-/third-person shooter game addiction in a large adolescent sample: A serial mediation model with depression and impulsivity
Caregiving role in human-robot interaction: A study of the mediating effects of perceived benefit and social presence
Multiple group membership and collective actions of opinion-based internet groups: The case of protests against abortion law restriction in Poland
How to reduce intergroup hostility in virtual contexts: The role of alts in decreasing intergroup bias in World of Warcraft
Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devices
Finding student-centered open learning environments on the internet: Automated dialogue assessment in academic virtual communities of practice
Sextual activity: Predictors of sexting behaviors and intentions to sext among selected undergraduate students
Rationality-based beliefs affecting individual's attitude and intention to use privacy controls on Facebook: An empirical investigation
Absorption, dissociation, locus of control and presence in virtual reality
Psychosocial effects of SNS use: A longitudinal study focused on the moderation effect of social capital
Computer anxiety and perception of task complexity in learning programming-related skills
From hate speech to HateLess. The effectiveness of a prevention program on adolescents' online hate speech involvement
The role of internet self-efficacy, innovativeness and technology avoidance in breadth of internet use: Comparing older technology experts and non-experts
Validity and Mechanical Turk: An assessment of exclusion methods and interactive experiments
Investigating individual trust in semi-virtual collaboration of multicultural and unicultural teams
The role of eye-contact in the development of romantic attraction: Studying interactive uncertainty reduction strategies during speed-dating
Social advantages and disadvantages associated with cyber aggression-victimization: A latent class analysis
Finding experts in online forums for enhancing knowledge sharing and accessibility
Usability of concrete and virtual models in chemistry instruction
Flaming on YouTube
Online collaborative learning in dyads: Effects of knowledge distribution and awareness
Can avatar and self-referencing really increase the effects of online 2-D and 3-D advertising?
Who wants to be "friend-rich"? Social compensatory friending on Facebook and the moderating role of public self-consciousness
Intentions to trust and share online health rumors: An experiment with medical professionals
Collaborative learning based on associative models: Application to pattern classification in medical datasets
Gender and player characteristics in video game play of preadolescents
E-Mentoring for All
Seniors' usage of mobile social network sites: Applying theories of innovation diffusion and uses and gratifications
New technology in personnel selection: How recruiter characteristics affect the adoption of new selection technology
Information privacy concerns, antecedents and privacy measure use in social networking sites: Evidence from Malaysia
How to find people who can help to answer a question? - Analyses of metrics and machine learning in online communities
The digital workplace and its dark side: An integrative review
Peer evaluation in online anchored discussion for an increased local relevance of replies
Privacy vs convenience: Understanding intention-behavior divergence post-GDPR
Professional or interactive: CEOs' image strategies in the microblogging context
The effects of the self and social identity on the intention to microblog: An extension of the theory of planned behavior
The influence of specific computer experiences on computer self-efficacy beliefs
Integrating written text and graphics as a desirable difficulty in long-term multimedia learning
The video gamer 500: Performance-enhancing drug use and Internet Gaming Disorder among adult video gamers
E-service quality and e-retailers: Attribute-based multi-dimensional scaling
Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being
Analysis on the evolution of the discourse on computer software and programming languages in the light of literary genres and POWER-KNOWLEDGE
Cybersecurity, social engineering, artificial intelligence, technological addictions: Societal challenges for the coming decade
The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective
Boring is bad: Effects of emotional content and multitasking on enjoyment and memory
Navigation in virtual environments using head-mounted displays: Allocentric vs. egocentric behaviors
Suspended because of social media? Students' knowledge and opinions of university social media policies and practices
Impact of two types of partner, perceived or actual, in human-human and human-agent interaction
Understanding the link between social relationships and adolescent Internet addiction: Perspectives from two approaches to well-being
Digital technologies in the research process: Lessons from the digital research community in the UK
A study of Facebook Groups members' knowledge sharing
Body, emotions, and sexuality in the metaverse: A randomized control trial exploring the use of second life for an avatar-based intervention to support women with female orgasmic disorder
Computer attitudes of primary and secondary students in South Africa
Effects of 72-hour abstinence from instant messaging on craving, withdrawal, and affect
Teachers' beliefs about technology integration in early childhood education: A meta-ethnographical synthesis of qualitative research
Exploring users' social responses to computer counseling interviewers' behavior
The impact of visual design and response formats on data quality in a web survey of MOOC students
Roles as a structuring tool in online discussion groups: The differential impact of different roles on social knowledge construction
Social robots and gamification for technology supported learning: An empirical study on engagement and motivation
Not just for fun: The effect of pseudo-reviews on consumer behavior
To give or not to give: Examining the prosocial effects of a 360° video endorsing a clean water charity
Examining the psychological process of developing consumer-brand relationships through strategic use of social media brand chatbots
Life satisfaction in the internet age - Changes in the past decade
Social media information literacy: Conceptualization and associations with information overload, news avoidance and conspiracy mentality
Who interacts on the Web?: The intersection of users' personality and social media use
A new e-learning tool for cognitive democracies in the Knowledge Society
Profiles of vocational college students' achievement emotions in online learning environments: Antecedents and outcomes
Evaluating authoring tools for teachers as instructional designers
Dialog in the echo chamber: Fake news framing predicts emotion, argumentation and dialogic social knowledge building in subsequent online discussions
Developing competency-based methods for near-real-time air combat problem solving assessment
Expressing emotions in blogs: The role of textual paralinguistic cues in online venting and social sharing posts
A research on effectiveness of Facebook advertising on enhancing purchase intention of consumers
What happens on Facebook stays on Facebook? The implications of Facebook interaction for perceived, receiving, and giving social support
Acceptance of computerized compared to paper-and-pencil assessment in psychiatric inpatients
"Who vs. Whom AND Where Should We Go Through?": A reflection towards clarifying the effect of media and entertainment on children's development for future research
The relationship between collaborative problem solving behaviors and solution outcomes in a game-based learning environment
Collaborative environments and task design in the university
Cluster-based predictive modeling to improve pedagogic reasoning
The effect of visual complexity when playing a slot-machine simulation: the role of computer experience, computer anxiety, and optimism
Compared to a small, supervised lab experiment, a large, unsupervised web-based experiment on a previously unknown effect has benefits that outweigh its potential costs
Artificial intelligence service recovery: The role of empathic response in hospitality customers' continuous usage intention
Lifestyle-technology fit: Theorizing the role of self-identity in IS research
Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game
Experiencing flow with instant messaging and its facilitating role on creative behaviors
Anxious, bored, and (maybe) missing out: Evaluation of anxiety attachment, boredom proneness, and fear of missing out (FoMO)
Alt.support: modeling social support online
Understanding user responses to the COVID-19 pandemic on Twitter from a terror management theory perspective: Cultural differences among the US, UK and India
I just want to matter: Examining the role of anti-mattering in online suicide support communities using natural language processing
Elapsed time estimates in virtual reality and the physical world: The role of arousal and emotional valence
Culture moderates the effect of social support across communication contexts in young adult women in the United States
"Girls can't play": The effects of stereotype threat on females' gaming performance
Correlates of different forms of cyberloafing: The role of norms and external locus of control
Longitudinal associations among neuroticism, depression, and cyberbullying in early adolescents
Extrinsic and intrinsic motivation for using a booth recommender system service on exhibition attendees' unplanned visit behavior
Examining the roles of social media information exposure and seeking on COVID-19 vaccination through the S-O-R model: A two-wave panel in Hong Kong
Supporting technology-enhanced inquiry through metacognitive and cognitive prompts: Sequential analysis of metacognitive actions in response to mixed prompts
The moderating role of helper's high in anchoring process: An empirical investigation in the context of charity website design
How does engagement on social media reinforce life aesthetic literacy? The role of interpersonal and intrapersonal influences
Role of fairness, accountability, and transparency in algorithmic affordance
Toward a model for the study of children's informal Internet use
A virtual "Room" with a cue: Detecting personality through spatial customization in a city simulation game
Cognitive analysis of experts' and novices' concept mapping processes: An eye tracking study
The valuation of privacy premium features for smartphone apps: The influence of defaults and expert recommendations
Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test
Examining the performance of brand-extended thematic-content: The divergent impact of avid- and skim-reader groups
Follow me and like my beautiful selfies: Singapore teenage girls' engagement in self-presentation and peer comparison on social media
Appearance-related teasing, rejection sensitivity, acceptance, and coping as risks and resources associated with online appearance preoccupation over one year
Designing micro-worlds of transportation systems: the computer-aided bridge operation task
Depressed individuals' support seeking in online communities: The role of anonymity, self-disclosure, and privacy skills
Are learning styles useful indicators to discover how students use Scrum for the first time?
Prosocial video game as an intimate partner violence prevention tool among youth: A randomised controlled trial
Incorporating microblogging ("tweeting") in higher education: Lessons learnt in a knowledge management course
What is beautiful is good, even online: Correlations between photo attractiveness and text attractiveness in men's online dating profiles
A collaborative learning lesson from using effective information technology combinations
Detecting deception through facial expressions in a dataset of videotaped interviews: A comparison between human judges and machine learning models
Hypermedia navigation: Differences between spatial cognitive styles
Socio-technical e-learning innovation and ways of learning in the ICT-space-time continuum to improve the employability skills of adults
Use of military-themed first-person shooter games and militarism: An investigation of two potential facilitating mechanisms
I hear but I don't see you: Interacting over phone reduces the accuracy of perceiving affiliation in the other
The reciprocal relationship between consensual sexting and peer support among adolescents: A three-wave longitudinal study
Use of offensive language in human-artificial intelligence chatbot interaction: The effects of ethical ideology, social competence, and perceived humanlikeness
The relationship of e-Learner's self-regulatory efficacy and perception of e-Learning environmental quality
Are you connected? Evaluating information cascades in online discussion about the #RaceTogether campaign
When does web-based personalization really work? The distinction between actual personalization and perceived personalization
The effect of conversational agent skill on user behavior during deception
Do you read me? Including personalized behavioral feedback in pop-up messages does not enhance limit adherence among gamblers
Escaping through video games: Using your avatar to find meaning in life
Electronic surveillance in the couple: The role of self-efficacy and commitment
Instructional design for Computer-Supported Collaborative Learning in primary and secondary school
The Measure of Online Disinhibition (MOD): Assessing perceptions of reductions in restraint in the online environment
The effect of sustained vs. faded scaffolding on students' argumentation in ill-structured problem solving
Expectations and memory in link search
All the news that's fit to post: A profile of news use on social networking sites
Of scripts, roles, positions, and models
Does Pokémon Go lead to a more physically active life style?
Understanding the factors affecting online elderly user's participation in video UCC services
The impact of rational and experiential thinking styles on resource allocation in human - Computer fighting games
Children's excessive digital media use, mental health problems and the protective role of parenting during COVID-19
Problematic involvement in online games: A cluster analytic approach
Investigating factors affecting social presence and user satisfaction with Mobile Instant Messaging
"Turn that frown upside-down": A contextual account of emoticon usage on different virtual platforms
Estimation of word emotions based on part of speech and positional information
Child neglect, psychological abuse and smartphone addiction among Chinese adolescents: The roles of emotional intelligence and coping style
Innovative ways for using gStudy to orchestrate and research social aspects of self-regulated learning
Computer support for knowledge construction in collaborative learning environments
Effectiveness of hand- and foot-operated secondary input devices for word-processing tasks before and after training
Behaviour change strategies for internet, pornography and gaming addiction: A taxonomy and content analysis of professional and consumer websites
Collaborative learning in environments with restricted access to the internet: Policies to bridge the digital divide and exclusion in prisons through the development of the skills of inmates
Demonstrating the validity of the Video Game Functional Assessment-Revised (VGFA-R)
Teenagers' perception of risk behaviors regarding digital technologies
Technological optimism surpasses fear of missing out: A multigroup analysis of presumed media influence on generative AI technology adoption across varying levels of technological optimism
Non-social smartphone use mediates the relationship between intolerance of uncertainty and problematic smartphone use: Evidence from a repeated-measures study
Learning from disagreement on social media: The mediating role of like-minded and cross-cutting discussion and the moderating role of fact-checking
Construct validity and applicant reactions of a gamified personality assessment
Computational Thinking in pre-university Blended Learning classrooms
External and mental referencing of multiple representations
Are we ready for hotel robots after the pandemic? A profile analysis