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Predicting older adults' perceptions about a computer system designed for seniors., , , , , , and . Univers. Access Inf. Soc., 15 (2): 271-280 (2016)Temporal Limitations in Multiple Target Detection in a Dynamic Monitoring Task., , and . Hum. Factors, 49 (5): 897-906 (2007)Exploring Predictors of Mobile Device Proficiency Among Older Adults., and . HCI (2), volume 10272 of Lecture Notes in Computer Science, page 162-171. Springer, (2017)Designing Virtual Environments for Social Engagement in Older Adults., , , , , , and . CoRR, (2022)Exploring the Relationship Between Computer Proficiency and Computer Use Over Time in the PRISM Trial., , , , and . HCI (25), volume 9755 of Lecture Notes in Computer Science, page 300-307. Springer, (2016)Ensuring the Safety and Accessibility of Transportation for an Aging Population., , , , and . HCI (25), volume 9755 of Lecture Notes in Computer Science, page 386-394. Springer, (2016)Older Adults' Perceptions of Video Game Training in the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) Clinical Trial: An Exploratory Analysis., , , and . HCI (28), volume 11593 of Lecture Notes in Computer Science, page 125-134. Springer, (2019)The Gamification of Cognitive Training: Older Adults' Perceptions of and Attitudes Toward Digital Game-Based Interventions., , , , , and . HCI (24), volume 9754 of Lecture Notes in Computer Science, page 290-300. Springer, (2016)Effects of training strategies implemented in a complex videogame on functional connectivity of attentional networks., , , , , , , , , and . NeuroImage, 59 (1): 138-148 (2012)The effects of video game playing on attention, memory, and executive control, , , , and . Acta Psychologica, 129 (3): 387-398 (2008)