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Requirements for Gesture-Controlled Remote Operation to Facilitate Human-Technology Interaction in the Living Environment of Elderly People
11 references·0 citing·44 second hop
Requirements for Gesture-Controlled Remote Operation to Facilitate Human-Technology Interaction in the Living Environment of Elderly People (2019)Requirements for Gesture-Controlled Remot…Handbuch Motorische Tests (2017)Handbuch Motorische TestsMobile for older adults (2015)Mobile for older adultsElderly user experience to improve a Kinect-based game playability (2015)Elderly user experience to im…Touchscreen mobile devices and older adults: a usability study (2014)Touchscreen mobile devices an…Is movement better?: comparing sedentary and motion-based game controls for older adults (2013)Is movement better?: comparin…Gesture-Based Applications for Elderly People (2013)Gesture-Based Applications fo…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Evaluating performance and acceptance of older adults using freehand gestures for TV menu control (2012)Evaluating performance and ac…A Study of Pointing Performance of Elderly Users on Smartphones (2012)A Study of Pointing Performan…Measuring Health (2006)Measuring HealthMeasuring Health: A Guide to Rating Scales and Questionnaires (1987)Measuring Health: A Guide to …The handbook of aging and cognition (1992)Social Disconnectedness, Perceived Isolation, and Health among Older Adults (2009)Intuitive Learnability of Touch Gestures for Technology-Naive Older Adults (2014)Handbook of the Psychology of Aging (2016)Research on Interactive Device Ergonomics Designed for Elderly Users in the Human-Computer Interaction (2016)Interaction Preference Differences between Elderly and Younger Exergame Users (2021)Aging, Motor Control, and the Performance of Computer Mouse Tasks (1999)Nasa-Task Load Index (NASA-TLX); 20 Years Later (2006)Designing Games to Discourage Sedentary Behaviour (2014)Mobile@Old: A Smart Home Platform for Enhancing the Elderly Mobility (2017)Designing Mid-Air Gesture Interaction with Mobile Devices for Older Adults (2019)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Impact of Technology on Successful Aging (2004)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)“You, me & TV” — Fighting social isolation of older adults with Facebook, TV and multimodality (2016)Designing for Inclusive Experiences: Investigating Opportunities for Supporting Older Adults in Community-based Social Programs (2024)On Some Aspects of Improving Mobile Applications for the Elderly (2007)Touch Screen User Interfaces for Older Adults: Button Size and Spacing (2007)The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model (2015)Acceptance of Health-Related ICT among Elderly People Living in the Community: A Systematic Review of Qualitative Evidence (2017)Design of Mobile Phones for Older Adults: An Empirical Analysis of Design Guidelines and Checklists for Feature Phones and Smartphones (2017)The Handbook of aging and cognition (1993)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Aging and Information Technology Use (2009)Senior Living Lab: An Ecological Approach to Foster Social Innovation in an Ageing Society (2016)Perception of Older Adults Toward Smartwatch Technology for Assessing Pain and Related Patient-Reported Outcomes: Pilot Study (2019)Exploring Older Adults’ Adoption and Use of a Tablet Computer During COVID-19: Longitudinal Qualitative Study (2022)Serious Games (1970)Serious Games : An Overview (2007)A systematic literature review of empirical evidence on computer games and serious games (2012)From exergames to immersive virtual reality systems: serious games for supporting older adults (2021)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)An Age-Old Problem (2015)Usability and acceptability of balance exergames in older adults: A scoping review (2015)The PHQ-9 (2001)The PHQ-9: A New Depression Diagnostic and Severity Measure (2002)CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials (2010)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)Core outcome domains for chronic pain clinical trials: IMMPACT recommendations (2003)Development and Validation of a Test Instrument for the Assessment of Basic Motor Competencies in Primary School (2015)Using Rasch modeling to investigate the construct of motor competence in early childhood (2016)Motor skills in kindergarten: Internal structure, cognitive correlates and relationships to background variables (2017)
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References

  • 1987Measuring Health: A Guide to Rating Scales and Questionnaires4,207 cited
  • 2006Measuring Health2,120 cited
  • 2012Full-body motion-based game interaction for older adults313 cited
  • 2012A Study of Pointing Performance of Elderly Users on Smartphones150 cited
  • 2017Handbuch Motorische Tests88 cited
  • 2014Touchscreen mobile devices and older adults: a usability study81 cited
  • 2012Evaluating performance and acceptance of older adults using freehand gestures for TV menu control59 cited
  • 2013Gesture-Based Applications for Elderly People34 cited
  • 2013Is movement better?: comparing sedentary and motion-based game controls for older adults34 cited
  • 2015Elderly user experience to improve a Kinect-based game playability28 cited
  • 2015Mobile for older adults13 cited

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