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Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study.

, , , , , , and . CHI, page 779:1-779:15. ACM, (2023)

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The Flashing Right Turn Signal with Pedestrian Indication: A Human Factors Study to Assess Driver Comprehension., , , , , and . HCI (25), volume 9755 of Lecture Notes in Computer Science, page 417-427. Springer, (2016)Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study., , , , , , and . CHI, page 779:1-779:15. ACM, (2023)Language Mediated Visual Search: The Role of Display Preview., , and . CogSci, cognitivesciencesociety.org, (2011)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)Motion as a Determinant of Presence in Immersive Virtual Reality., , and . HCI (47), volume 1836 of Communications in Computer and Information Science, page 169-175. Springer, (2023)Aging and Information Technology Use: Potential and Barriers, and . Current Directions in Psychological Science, 18 (5): 253-258 (2009)Striatal Volume Predicts Level of Video Game Skill Acquisition, , , , , , , , , and 1 other author(s). Cereb. Cortex, (2010)Metacognitive Prompting Aids Dynamic Decision-Making., , and . CogSci, cognitivesciencesociety.org, (2011)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)Improving the Measurement of Older Adults' Mobile Device Proficiency: Results and Implications from a Study of Older Adult Smartphone Users., , , and . IEEE Access, (2019)