Handbook of Research on User Experience in Web 2.0 Technologies and Its Impact on Universities and Businesses

Handbook of Research on User Experience in Web 2.0 Technologies and Its Impact on Universities and Businesses

Jean-Éric Pelet (ESCE International Business School, INSEEC U Research Center, Paris, France)
Release Date: September, 2020|Copyright: © 2021 |Pages: 426
DOI: 10.4018/978-1-7998-3756-5
ISBN13: 9781799837565|ISBN10: 1799837564|EISBN13: 9781799837589
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Description & Coverage
Description:

As various areas of discipline continue to progress into the digital age, diverse modes of technology are being experimented with and ultimately implemented into common practices. Mobile products and interactive devices, specifically, are being tested within educational environments as well as corporate business in support of online learning and e-commerce initiatives. There is a boundless stock of factors that play a role in successfully implementing web technologies and user-driven learning strategies, which require substantial research for executives and administrators in these fields.

The Handbook of Research on User Experience in Web 2.0 Technologies and Its Impact on Universities and Businesses is an essential reference source that presents research on the strategic role of user experience in e-learning and e-commerce at the level of the global economy, networks and organizations, teams and work groups, and information systems. The book assesses the impact of e-learning and e-commerce technologies on different organizations, including higher education institutions, multinational corporations, health providers, and business companies. Featuring research on topics such as ubiquitous interfaces, computer graphics, and image processing, this book is ideally designed for program developers and designers, researchers, practitioners, IT professionals, executives, academicians, and students.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Computer Graphics
  • Computer Vision
  • E-Learning
  • Electronic Devices
  • Human-Computer Interaction
  • Image Processing
  • Serious Gaming
  • Social Media
  • Ubiquitous Interfaces
  • Visualization
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