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Verification of daily activities of older adults: a simple, non-intrusive, low-cost approach., , , and . ASSETS, page 43-50. ACM, (2014)Player-video game interaction: A systematic review of current concepts., , , and . Comput. Hum. Behav., (2015)Low-level visual features of video game interfaces and player expertise.. IHM, page 126-133. ACM, (2016)Designing an accessible and engaging email application for aging in place., , , and . SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI, page 1-8. IEEE, (2017)ReCoVac : Décision autonome de reprise de la conduite d'un véhicule autonome et connecté., , , , , and . JFSMA, Cépaduès, (2020)Indicating the Limits of Partially Automated Vehicles with Drivers' Peripheral Vision: An Online Study., , , , and . AHFE (12), 270, page 78-85. Springer, (2021)Towards context-aware assistive applications for aging in place via real-life-proof activity detection., , , and . J. Ambient Intell. Smart Environ., 10 (6): 445-459 (2018)Head-up displays in action video games: the effects of physical and semantic characteristics on player performance and experience., , , , , and . Behav. Inf. Technol., 42 (10): 1466-1486 (July 2023)Video Game Interfaces and Diegesis: The Impact on Experts and Novices' Performance and Experience in Virtual Reality., , and . Int. J. Hum. Comput. Interact., 37 (12): 1089-1103 (2021)Combien d'options dans les messages vocaux?, , , , and . IHM, page 17-24. ACM, (2010)