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Advances in Human Factors, Business Management, Training and Education

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Cover of 'Advances in Human Factors, Business Management, Training and Education'

Table of Contents

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    Book Overview
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    Chapter 1 The Impact of Competency-Based Learning and Digital Self-assessment on Facilitating Students’ Cognitive and Interpersonal Skills
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    Chapter 2 Keeping the HF/UX Curriculum Current with the Critical Decision Method
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    Chapter 3 Virtual Environments for Competency-Oriented Education and Training
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    Chapter 4 Delphic Maxims Based Applied Philosophy for Business and Governance Management
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    Chapter 5 Commitment and Motivation in Professional Organization
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    Chapter 6 Master’s Students’ Commitment and Engagement in Their Course Behavior
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    Chapter 7 Development of Students’ Commitment over Time—Case Study from a Finnish University of Technology
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    Chapter 8 Skills and Human Engineering Issues at Task Design
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    Chapter 9 The Role of Crowdfunding as a Business Model in New Media Industry
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    Chapter 10 Leader Integrity and Employee Outcomes: Where Do They Collide?
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    Chapter 11 Heterogeneity of Leadership Styles as Behavioral Units: The Role of Personality in Searching for Leadership Profiles
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    Chapter 12 A Study of the Current Status of Diversity Faultlines in Japanese Work Organizations
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    Chapter 13 A Segmented Abstraction Hierarchy Model for Business Process Modeling
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    Chapter 14 Intuitive Number Evaluation Is not Affected by Information Processing Load
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    Chapter 15 Engagement in Social Learning: Detecting Engagement in Online Communities of Practice
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    Chapter 16 Incorporating Human Factors in Course Design: Utility of Wearable Technologies
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    Chapter 17 Usability Evaluation of a Leap Motion-Based Educational Application
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    Chapter 18 A Comparative Study on the Usability of Educational Platforms Used by Instructors in the University of the Philippines
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    Chapter 19 A Preliminary Study of Using Avatars and Learning Companions for Junior High School Students in Enhancing Studying Chinese Classical Literature
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    Chapter 20 Gaps Between Practice and Education of Architect—A Study of India
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    Chapter 21 A Preliminary Study of Integrating an Action Role-Playing Game into an Ancient Prose
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    Chapter 22 The Usage of Social Networking Sites for Education in the Higher Education Context
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    Chapter 23 Knowledge Creation and Learning in a Sugarcane Industry in Veracruz, Mexico
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    Chapter 24 Different Roles in Leadership Styles in Modern Organization
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    Chapter 25 Path of Creativity in Entrepreneur: Basic Concept of Creative Economy Development
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    Chapter 26 Space for Company Democracy
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    Chapter 27 Innovativeness Through Time Management
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    Chapter 28 Integrated Service and Product Innovation on Life Cycle Business Co-evolution
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    Chapter 29 Involvement of Accounting Firms in Companies’ Innovation Process
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    Chapter 30 Jewelry Packages: Some Interpolations on Design and Form
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    Chapter 31 Transformational Leadership: A Leap Towards NPD Team’s Effectiveness
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    Chapter 32 Protecting Design: Leveraging Design for Robust Content and Knowledge Transfer into Patents
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    Chapter 33 Gender Bias in the Perception of Outstanding Leadership in the Maritime Industry
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    Chapter 34 Scale and Spatial Resolution Guidelines for the Design of Virtual Engineering Laboratories
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    Chapter 35 Improvement to the Usability of Hybrid Courses in Degree Programs at URJC Online
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    Chapter 36 An Analysis of Learner Experience with MOOCs in Mobile and Desktop Learning Environment
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    Chapter 37 Path Model Analysis of Perceived Organizational Support, Job Satisfaction and Turnover Intention: Study on Indian Generation Y Employees
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    Chapter 38 Charismatic Influence and Organizing Capability as Unique Managerial Self-efficacies for Effective Small Firm Performance in Developing Economy
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    Chapter 39 Applying Decision Analysis to Human Factors in Decision Making at Stanford University Medical Center
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    Chapter 40 Exploring Potential of Blue-collar Workers in the Information Manufacturing System
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    Chapter 41 Global Challenges for the Universities and Managers Of the Higher Education Sector
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    Chapter 42 A Study of Satisfiers and Dissatisfiers for Japanese Students in Extracurricular Activities
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    Chapter 43 Effective Use of Group Projects in Online Learning
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    Chapter 44 Transferring Tacit Knowledge in Process Control
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    Chapter 45 Approachability as a Prerequisite of Student Reflection
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    Chapter 46 The Creativity in a Virtual World: A Pilot Study
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    Chapter 47 Nurses Students’ Perception About Learning Online Using Social Networks
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    Chapter 48 ICT Classroom LMSs: Examining the Various Components Affecting the Acceptance of College Students in the Use of Blackboard Systems
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    Chapter 49 Intelligence Training Research Exercise 15-1
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    Chapter 50 Visual Cue Streams for Multimodal Dialogue Interaction
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    Chapter 51 Virtual Reality Museum of Consumer Technologies
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    Chapter 52 A Study on Communication Activity and Social Skills of Nursing Organization
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    Chapter 53 Internet Marketing Strategy for Furniture Industry: A Research Based Ergonomics Sofa
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    Chapter 54 The Design Service as an Improvement Tool of the International Show of the Bobbin Lace from Peniche
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    Chapter 55 “Wow-Factors” for Boosting Business
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    Chapter 56 City Branding and the Way It Is Perceived in People’s Mind, a Case Study of Milad Tower in Iran
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    Chapter 57 Psychic Distance, Purchase Intention and Life Satisfaction. An Analyzing of International Purchase Websites
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    Chapter 58 Interpretative Phenomenological Analysis for Military Tactics Instruction
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    Chapter 59 Exploring the Impact of Simulator Sickness on the Virtual World Experience
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    Chapter 60 Behavior Cue Detection Training: Understanding the Impact of Simulator Sickness on Performance
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    Chapter 61 Game-Based Evacuation Drill Inside Google Street View
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    Chapter 62 Ergonomic Considerations of the Gaming Classroom
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    Chapter 63 Effective Game-Based Training at the Point of Need
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    Chapter 64 “How Good Is Good Enough?” Exploring Validation for Serious Gaming in Air Traffic Control
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    Chapter 65 Immersive Games and Expert-Novice Differences
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    Chapter 66 Change Agent Infrastructure (CHAI)—A Stakeholder Analysis Tool for Ergonomics- and Work Environment-Related Change Projects
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    Chapter 67 Improvement of Productivity and Employee Performance Through an Efficient Human Resource Management Practices
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    Chapter 68 Organizational Communication: Discussion of Pyramid Model Application in Shift Records
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    Chapter 69 Human Factors for Development of Corporate Internal Social Investments Portfolio
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    Chapter 70 Job Satisfaction Level of Federal/Provincial/Semi Government Officers of Pakistan
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    Chapter 71 How Do Design Blended Learning Base on Authentic Learning Theory to Enhance Pre-service Teachers’ Ability in Professional Practices of the Pre-service Teacher and Instructor Point of View
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    Chapter 72 Social Sciences and Humanities Researcher Development of a Higher Educational Institute in the Context of Violent Conflict in Thailand’s Deep South Region
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    Chapter 73 Helping College Students to Manage Stress: A Human Centered Smartphone Application for Stress Relief
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    Chapter 74 The Degree of Importance That Built Environment Postgraduate Students Attaches to Specific Library Services: A South Africa Higher Education Case Study
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    Chapter 75 Hierarchal Cabal Leadership in the Workplace
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    Chapter 76 Simulating the Outcomes of Contracts: A Visual Interface Supporting Start-Up Financing
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    Chapter 77 The Effect of Social Rewards and Perceived Effectiveness of e-Commerce Institutional Mechanisms on Intention to Group Buying
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    Chapter 78 Tackling Barriers to the Inclusion of Disabled People in the European Workplace Through Ergonomics
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    Chapter 79 Survey of Strategic Design for Public Transportation
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    Chapter 80 Language e-Learning and Music Appreciation
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    Chapter 81 Gaze-Based Real-Time Adaptivity and Adaptability in an eLearning Environment: A Pre-release Insight
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    Chapter 82 Study on Practicing, Teaching and Sharing on Design for Sustainability in China
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    Chapter 83 Building a Disaster Recovery Framework for e-Learning Environment Using Disaster Information and Inter-cloud Computing
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    Chapter 84 Research and Implementation on Fitness Management System for Hubei Province Public Servants
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    Chapter 85 Introduction to Education 3.0 Through the Use of Technological Tools for the Teaching of Arts in Preschool
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    Chapter 86 Game-Based Learning: Analysis of Students’ Motivation, Performance, and Drop Out in a Production Engineering Course
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    Chapter 87 Education for Sustainable Development
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    Chapter 88 Get Me to the Dojo: An Experiential Learning Experience
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    Chapter 89 The Influence of Team Members’ Thinking Style on the Collaborative Design Process
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    Chapter 90 Leadership Focus in Modern Expert Organization
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    Chapter 91 An Organizational Activity Framework for Effective Business Practices Implementation in Research-Oriented Organizations in Developing Economies
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    Chapter 92 Degree of Agility with an Ontology Based Application
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    Chapter 93 Taking Tacit Knowledge Seriously in Strategy-as-Practice
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    Chapter 94 Effective Corporate Communication: A Solution to Foster New Product Idea Generation Dynamics
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    Chapter 95 A Manager’s Means to Motivate Experts at Work
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    Chapter 96 Digitalization and Big Data Supporting Responsible Business Co-evolution
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    Chapter 97 Decisions
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    Chapter 98 Eficom, Game Designed for the Analysis of Effective and Efficient Communication Skills
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    Chapter 99 Levels of Trust in College Teachers
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    Chapter 100 Human Resource Management and Organizational Behavior
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    Chapter 101 Communication Patterns
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    Chapter 102 Human Factor Related Challenges of Marketing Construction Business Enterprise
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    Chapter 103 Sustaining LNG Business Through Engineering Professional Development Program
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    Chapter 104 Safety Management Tasks at Different Management Levels
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    Chapter 105 Making Relationships Matter: Director Interlocks and Fortune 500 Performance, 1996–2007
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    Chapter 106 Contemporary Labour and Human Resources Management as Seen by the Production Sector And The Judiciary Employees
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    Chapter 107 Leading Learning Schools
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    Chapter 108 The Atypical Approach to the Development Process of Tertiary Education
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    Chapter 109 Parameters for Assessing a Building Project Within the Purview of Constructability
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    Chapter 110 Human Resource Development Intervention Towards Community Engagement: A Journey to Corporate Social Responsibility
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    Chapter 111 Is the Sky the Limit?: Leadership and Socio-economic Development of Women in the Maritime Sector in the Eastern and Southern Africa
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    Chapter 112 Globalization Strategies and Higher Education. A Dutch—Romanian Perspective
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    Chapter 113 New Skills for Entrepreneurial Researchers
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    Chapter 114 Female Captains and Their Leadership: Human Factors in the Shipping Industry
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    Chapter 115 The Learning Organization in a Small Government Unit: Case Study of the Center for Academic Services, Srinakharinwirot University, Thailand
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    Chapter 116 Erratum to: Advances in Human Factors, Business Management, Training and Education
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Title
Advances in Human Factors, Business Management, Training and Education
Published by
Springer International Publishing, January 2017
DOI 10.1007/978-3-319-42070-7
ISBNs
978-3-31-942069-1, 978-3-31-942070-7
Editors

Jussi Ilari Kantola, Tibor Barath, Salman Nazir, Terence Andre

X Demographics

X Demographics

The data shown below were collected from the profiles of 22 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 67 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 67 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 7 10%
Student > Ph. D. Student 6 9%
Researcher 4 6%
Student > Bachelor 3 4%
Other 2 3%
Other 2 3%
Unknown 43 64%
Readers by discipline Count As %
Business, Management and Accounting 6 9%
Computer Science 4 6%
Engineering 3 4%
Biochemistry, Genetics and Molecular Biology 2 3%
Chemical Engineering 2 3%
Other 8 12%
Unknown 42 63%