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Interactive Drinking Gadget for the Elderly and Alzheimer Patients
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Interactive Drinking Gadget for the Elderly and Alzheimer Patients (2019)Interactive Drinking Gadget for the Elder…A mobile augmented reality assistive technology for the elderly (2015)A mobile augmented reality as…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Tangible Chess for Dementia Patients – Playing with Conductive 3D Printed Figures on a Touchscreen (2021)Tangible Chess for Dementia P…THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients (2019)THe Innovative Reminder in Se…Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance (2019)Human Aspects of IT for the A…Digital Natives, Digital Immigrants Part 1 (2001)On Location Learning: Authentic Applied Science with Networked Augmented Realities (2006)ICT and Older People: Beyond Usability (2009)Using communication and visualization technologies with senior citizens to facilitate cultural access and self-improvement (2016)Shaping technologies for older adults with and without dementia: Reflections on ethics and preferences (2020)An Iterative Participatory Design Approach to Develop Collaborative Augmented Reality Activities for Older Adults in Long-Term Care Facilities (2024)Finding flow: the psychology of engagement with everyday life (1997)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)CONSORT-EHEALTH: Improving and Standardizing Evaluation Reports of Web-based and Mobile Health Interventions (2011)Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty (2014)Toward a Psychology of Optimal Experience (2014)Studies Involving People With Dementia and Touchscreen Technology: A Literature Review (2016)Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults (2019)Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review (2019)Understanding Long-Term Adoption and Usability of Wearable Activity Trackers Among Active Older Adults (2019)Internet-of-Things Skills Among the General Population: Task-Based Performance Test Using Activity Trackers (2020)Challenges of Integrating Assistive Technologies and Robots with Embodied Intelligence in the Homes of Older People Living with Frailty (2025)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)Subjective well-being: Three decades of progress. (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)
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References

  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2015A mobile augmented reality assistive technology for the elderly65 cited

Cited by

  • 2019Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance13 cited
  • 2019THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients12 cited
  • 2021Tangible Chess for Dementia Patients – Playing with Conductive 3D Printed Figures on a Touchscreen11 cited

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