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Chapter and Conference Paper
Investigating STEM Students’ First-Time Experience with Smart Glasses
We study how STEM students experience the use of smart glasses for the first time. We evaluate the glasses’ usability, degree of technological acceptance, experience, and elicited emotional response. To this e...
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Chapter and Conference Paper
Studying the User Experience of an Educational AR-Based App for Smart Glasses
The steady evolution of wearable technology—along with augmented reality (AR)—has enabled important advances in teaching and learning. We present STEM Education, an interactive AR application for smart glasses. W...
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Chapter and Conference Paper
Smart Glasses User Experience in STEM Students: A Systematic Map** Study
User experience (UX) is related to the feelings and emotions that people undergo when interacting with technology. This concept also applies to wearable devices, such as smart glasses, which have been widely a...
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Chapter and Conference Paper
Specific Dyslexia Exploratory Test (TEDE): Two Tasks Using Augmented Reality
Dyslexia is a specific learning disability characterized by the difficulty to accurately and fluently recognize words due to a deficiency in the phonological component of language. This disability has a global...