SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Connected yet Distant: An Experimental Study into the Visual Needs of the Interpreter in Remote Simultaneous Interpreting
16 references·0 citing·47 second hop
Connected yet Distant: An Experimental Study into the Visual Needs of the Interpreter in Remote Simultaneous Interpreting (2022)Connected yet Distant: An Experimental St…Multisensory emotions: perception, combination and underlying neural processes (2012)Multisensory emotions: percep…Much ado about something remote (2010)Much ado about something remo…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Pay for Performance in the Public Sector--Benefits and (Hidden) Costs (2009)Pay for Performance in the Pu…Engaging Group E-Learning in Virtual Worlds (2009)Engaging Group E-Learning in …Basic Concepts and Models for Interpreter and Translator Training (2009)Basic Concepts and Models for…Remote interpreting (2006)Remote interpretingMotivations for Play in Online Games (2006)Motivations for Play in Onlin…Remote Interpreting: Issues of Multi-Sensory Integration in a Multilingual Task (2005)Remote Interpreting: Issues o…A grounded investigation of game immersion (2004)A grounded investigation of g…Effective affective user interface design in games (2003)Effective affective user inte…Telephone Interpreting & the Synchronization of Talk in Social Interaction (1999)Telephone Interpreting & the …Analysing fun as a candidate software requirement (1999)Analysing fun as a candidate …Implications of a Systems Perspective for the Study of Creativity (1998)Implications of a Systems Per…Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction (1994)Task Characteristics and the …Optimal Experience (1988)Optimal ExperienceFlow: the psychology of optimal experience (1990)Rules of Play: Game Design Fundamentals (2003)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services (2012)Social Presence in Virtual World Collaboration: An Uncertainty Reduction Perspective Using a Mixed Methods Approach1 (2018)To Be or Not to Be …Human? Theorizing the Role of Human-Like Competencies in Conversational Artificial Intelligence Agents (2022)The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Assessment in and of Serious Games: An Overview (2013)Virtual reality and gamification in education: a systematic review (2024)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Games and Recovery (2009)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Information Processing and Human-Machine Interaction (1986)Flow: the psychology of happiness (1992)Affective Computing (1997)GameFlow (2005)Why Customers Value Self‐Designed Products: The Importance of Process Effort and Enjoyment* (2010)The technostress trifecta ‐ techno eustress, techno distress and design: Theoretical directions and an agenda for research (2017)Flow: The Psychology of Optimal Experience (1991)The pleasure principle (2000)Measuring and defining the experience of immersion in games (2008)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Big Question for Performance Management: Why Do Managers Use Performance Information? (2010)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)Self-Determination Theory in Work Organizations: The State of a Science (2017)Self-efficacy mechanism in human agency. (1982)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Questionnaires in translation (1998)The translator as communicator By Basil Hatim and Ian Mason (review) (1999)The translator as communicator. By Basil Hatim and Ian Mason. London: Routledge, 1997. Pp. 244. (1999)The Effects of Personal and Contextual Characteristics on Creativity: Where Should We Go from Here? (2004)What leaders need to know: A review of social and contextual factors that can foster or hinder creativity (2004)Beyond Big and Little: The Four C Model of Creativity (2009)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Motivational Beliefs, Values, and Goals (2002)
this work references cited by second hop

References

  • 2006Motivations for Play in Online Games2,961 cited
  • 1988Optimal Experience2,363 cited
  • 1998Implications of a Systems Perspective for the Study of Creativity1,504 cited
  • 2009Basic Concepts and Models for Interpreter and Translator Training1,490 cited
  • 2004A grounded investigation of game immersion1,337 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,078 cited
  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,048 cited
  • 2009Pay for Performance in the Public Sector--Benefits and (Hidden) Costs570 cited
  • 2003Effective affective user interface design in games239 cited
  • 2009Engaging Group E-Learning in Virtual Worlds180 cited
  • 2010Much ado about something remote159 cited
  • 2006Remote interpreting144 cited
  • 2012Multisensory emotions: perception, combination and underlying neural processes143 cited
  • 1999Telephone Interpreting & the Synchronization of Talk in Social Interaction121 cited
  • 2005Remote Interpreting: Issues of Multi-Sensory Integration in a Multilingual Task120 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

1999
Analysing fun as a candidate software requirement
98 cited

Cited by

No citing works inside the corpus for this window.