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Investigating Motivational Factors Influencing Users' Consumption of Video Streaming Services: A Human Factor Perspective.

, , and . UCAmI (1), volume 835 of Lecture Notes in Networks and Systems, page 231-242. Springer, (2023)

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ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults., , , and . OZCHI, page 233-244. ACM, (2020)Twelve Ways to Reach for a Star: Player Movement Strategies in a Whole-Body Exergame., , , , and . SeGAH, page 1-8. IEEE, (2019)The Role of Theoretical Models in Ecologically Valid Studies: the example of a video Quality of Experience model., , , , and . QoMEX, page 67-72. IEEE, (2023)UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine., , , , and . HCI (28), volume 12789 of Lecture Notes in Computer Science, page 378-388. Springer, (2021)Age-Inclusive Design of Video Streaming Services: Integrating Insights and Design Implications., and . UCAmI (1), volume 835 of Lecture Notes in Networks and Systems, page 51-56. Springer, (2023)Investigating Motivational Factors Influencing Users' Consumption of Video Streaming Services: A Human Factor Perspective., , and . UCAmI (1), volume 835 of Lecture Notes in Networks and Systems, page 231-242. Springer, (2023)Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame., , , , and . SeGAH, page 1-8. IEEE, (2022)Top-down and bottom-up approaches to video quality of experience studies; overview and proposal of a new model., , , , , , and . Frontiers Comput. Sci., (2024)