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Overlaying social information: The effects on users' search and information-selection behavior.

, , , , and . Inf. Process. Manage., 53 (6): 1269-1286 (2017)

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Exploring the Suitability of Virtual Environments for Safety Training: Signals, Norms and Ambiguity in a Simulated Emergency Escape., , , and . Cognition, Technology & Work, 3 (1): 33-41 (2001)Virtual Environments in the Diagnosis, Prevention, and Intervention of Age-Related Diseases: A Review of VR Scenarios Proposed in the EC VETERAN Project., , , , , , , , , and 7 other author(s). Cyberpsy., Behavior, and Soc. Networking, 2 (6): 577-591 (1999)Measuring User Acceptance of Wearable Symbiotic Devices: Validation Study Across Application Scenarios., , , , and . Symbiotic, volume 8820 of Lecture Notes in Computer Science, page 87-98. Springer, (2014)Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments., , , , , , and . HCI (14), volume 4563 of Lecture Notes in Computer Science, page 348-357. Springer, (2007)Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project., , , , , and . PsychNology Journal, 4 (3): 285-308 (2006)Preface., and . PsychNology Journal, 3 (3): 226-227 (2005)Overlaying social information: The effects on users' search and information-selection behavior., , , , and . Inf. Process. Manage., 53 (6): 1269-1286 (2017)Selective activation of the superior frontal gyrus in task-switching: An event-related fNIRS study., , , , , , and . NeuroImage, 42 (2): 945-955 (2008)Investigating Proactive Search Support in Conversations., , , , , , and . Conference on Designing Interactive Systems, page 1295-1307. ACM, (2018)Saving is fun: designing a persuasive game for power conservation., , , , , , , , , and 2 other author(s). Advances in Computer Entertainment Technology, page 16. ACM, (2011)