MobileQuiz: A Serious Game for Enhancing the Physical and Cognitive Abilities of Older Adults
暂无分享,去创建一个
[1] James R. Lewis,et al. IBM computer usability satisfaction questionnaires: Psychometric evaluation and instructions for use , 1995, Int. J. Hum. Comput. Interact..
[2] Mary Zajicek,et al. Interface design for older adults , 2001, WUAUC'01.
[3] Christof Lutteroth,et al. Mobile games for elderly healthcare , 2010, CHINZ '10.
[4] Mariano Alcañiz,et al. Eldergames: videogames for empowering, training and monitoring elderly cognitive capabilities , 2008 .
[5] Arthur I. Karshmer,et al. Living assistance systems: an ambient intelligence approach , 2006, ICSE.
[6] Kyung-Sik Kim,et al. Development of a walking game for the elderly using controllers of hand buttons and foot boards , 2012, 2012 17th International Conference on Computer Games (CGAMES).
[7] M. Griffin,et al. The mental and physical health outcomes of green exercise , 2005, International journal of environmental health research.
[8] R LewisJames. IBM computer usability satisfaction questionnaires , 1995 .
[9] Luis Fernández-Luque,et al. Exergames for elderly: Social exergames to persuade seniors to increase physical activity , 2011, 2011 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops.
[10] Krassie Petrova,et al. Mobile Gaming - A Serious Business! , 2012, 2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education.
[11] Abdenour Bouzouane,et al. Serious games in cognitive training for Alzheimer's patients , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[12] Sri Hastuti Kurniawan,et al. Older people and mobile phones: A multi-method investigation , 2008, Int. J. Hum. Comput. Stud..
[13] Darryl Charles,et al. Serious Games for Upper Limb Rehabilitation Following Stroke , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[14] Geraldo Xexéo,et al. SmartRabbit: A Mobile Exergame Using Geolocation , 2011, 2011 Brazilian Symposium on Games and Digital Entertainment.
[15] Martin Kampel,et al. Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities , 2013 .
[16] Chek Tien Tan,et al. AUGMENTED REALITY GAMES: A REVIEW , 2010 .
[17] Jakob Nielsen,et al. Estimating the number of subjects needed for a thinking aloud test , 1994, Int. J. Hum. Comput. Stud..
[18] J. B. Brooke,et al. SUS: A 'Quick and Dirty' Usability Scale , 1996 .
[19] Kathrin Maria Gerling,et al. Exergame design for elderly users: the case study of SilverBalance , 2010, Advances in Computer Entertainment Technology.