Atefeh Mashatan
Biographic Data
| ID | 6196834 |
|---|---|
| NAME | Atefeh Mashatan |
| GIVEN NAMES | Atefeh |
| FAMILY NAME | Mashatan |
| SIGNATURE | MASHATAN A |
| AFFILIATIONS | Toronto Metropolitan University |
| ORCID | 0000-0001-9448-9123 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
“We Take the Whip and Work”
Bringing the theories of gendered and racialized organizations into conversation with research on immigration and racialization, this paper offers an intersectional understanding of the experiences of immigrant workers of color in cybersecurity. Building on interviews with 50 foreign‐born workers of color in Canada, we examine how workers perceive themselves as ideal workers to shed light on race, nationality, and gender as mechanisms that sustai…
A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase
Despite gaining consumer momentum and interest of Virtual Reality (VR) in the consumer marketplace, the literature has lagged in exploring the continuance usage behaviour and factors associated with the post-adoption. To build on this, the current research seeks to identify factors that support the continuance usage of current VR users. To examine this, we employ a mixed-method approach. In Study 1, we initially gathered a total of 3,205 actual p…
Touching holograms with windows mixed reality
Recent technological advances in wearable technologies, such as mixed-reality devices, have enabled consumers to interact with artificial three-dimensional visual environments. This presents an incredible opportunity for service retailers to present alternative ways of interacting with their services. This study empirically investigates the potential applications of Windows Mixed Reality devices, while specifically examining various forms of cons…
Touching holograms with windows mixed reality
Recent technological advances in wearable technologies, such as mixed-reality devices, have enabled consumers to interact with artificial three-dimensional visual environments. This presents an incredible opportunity for service retailers to present alternative ways of interacting with their services. This study empirically investigates the potential applications of Windows Mixed Reality devices, while specifically examining various forms of cons…
Touching holograms with windows mixed reality
Recent technological advances in wearable technologies, such as mixed-reality devices, have enabled consumers to interact with artificial three-dimensional visual environments. This presents an incredible opportunity for service retailers to present alternative ways of interacting with their services. This study empirically investigates the potential applications of Windows Mixed Reality devices, while specifically examining various forms of cons…
A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase
Despite gaining consumer momentum and interest of Virtual Reality (VR) in the consumer marketplace, the literature has lagged in exploring the continuance usage behaviour and factors associated with the post-adoption. To build on this, the current research seeks to identify factors that support the continuance usage of current VR users. To examine this, we employ a mixed-method approach. In Study 1, we initially gathered a total of 3,205 actual p…
“We Take the Whip and Work”
Bringing the theories of gendered and racialized organizations into conversation with research on immigration and racialization, this paper offers an intersectional understanding of the experiences of immigrant workers of color in cybersecurity. Building on interviews with 50 foreign‐born workers of color in Canada, we examine how workers perceive themselves as ideal workers to shed light on race, nationality, and gender as mechanisms that sustai…
Business (2 works) · Computer Science (2 works) · Human–computer interaction (2 works) · Marketing (2 works) · Perception (2 works) · Psychology (2 works) · Virtual Reality Applications and Impacts (2 works) · Applied Psychology (1 work) · Augmented reality (1 work) · Augmented Reality Applications (1 work)