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Touch a Screen or Turn a Knob: Choosing the Best Device for the Job

, , , and . Human Factors: The Journal of the Human Factors and Ergonomics Society, 47 (2): 271-288 (2005)
DOI: 10.1518/0018720054679452

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The Design of Mobile Technology to Support Diabetes Self-Management in Older Adults., , , and . HCI (26), volume 9194 of Lecture Notes in Computer Science, page 211-221. Springer, (2015)Fear of failure: gender differences in older adult gamers., , , , , and . FDG, page 292-293. ACM, (2012)Selection and Design of Input Devices for Assistive Technologies., , and . ICARCV, page 1-6. IEEE, (2006)Know before you go: feelings of flow for older players depends on game and player characteristics., , , , and . CHI PLAY, page 277-286. ACM, (2014)Accessibility in Serious Games for Adults Aging with Disability., , , and . HCI (26), volume 9194 of Lecture Notes in Computer Science, page 61-71. Springer, (2015)Experiences with an AR evaluation test bed: Presence, performance, and physiological measurement., , , , , , , and . ISMAR, page 127-136. IEEE Computer Society, (2010)Touch a Screen or Turn a Knob: Choosing the Best Device for the Job, , , and . Human Factors: The Journal of the Human Factors and Ergonomics Society, 47 (2): 271-288 (2005)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , and . HCI (17), volume 8020 of Lecture Notes in Computer Science, page 358-364. Springer, (2013)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , and . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)