Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study
The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve thes...
Ausführliche Beschreibung
Autor*in: |
Garcia-Sanjuan, Fernando [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2017transfer abstract |
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Schlagwörter: |
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Umfang: |
15 |
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Übergeordnetes Werk: |
Enthalten in: BIG-OH: BInarization of gradient orientation histograms - Baber, Junaid ELSEVIER, 2014transfer abstract, Amsterdam [u.a.] |
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Übergeordnetes Werk: |
volume:34 ; year:2017 ; pages:91-105 ; extent:15 |
Links: |
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DOI / URN: |
10.1016/j.pmcj.2016.08.007 |
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Katalog-ID: |
ELV040354342 |
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10.1016/j.pmcj.2016.08.007 doi GBVA2017007000012.pica (DE-627)ELV040354342 (ELSEVIER)S1574-1192(16)30133-X DE-627 ger DE-627 rakwb eng 004 004 DE-600 004 VZ Garcia-Sanjuan, Fernando verfasserin aut Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study 2017transfer abstract 15 nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. Cognitive games Elsevier Tangible User Interfaces (TUI) Elsevier Gerontechnology Elsevier Usability Elsevier Robots Elsevier Jaen, Javier oth Nacher, Vicente oth Enthalten in Elsevier Baber, Junaid ELSEVIER BIG-OH: BInarization of gradient orientation histograms 2014transfer abstract Amsterdam [u.a.] (DE-627)ELV02262399X volume:34 year:2017 pages:91-105 extent:15 https://doi.org/10.1016/j.pmcj.2016.08.007 Volltext GBV_USEFLAG_U GBV_ELV SYSFLAG_U GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_62 GBV_ILN_65 GBV_ILN_69 GBV_ILN_78 GBV_ILN_100 GBV_ILN_130 GBV_ILN_300 AR 34 2017 91-105 15 045F 004 |
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10.1016/j.pmcj.2016.08.007 doi GBVA2017007000012.pica (DE-627)ELV040354342 (ELSEVIER)S1574-1192(16)30133-X DE-627 ger DE-627 rakwb eng 004 004 DE-600 004 VZ Garcia-Sanjuan, Fernando verfasserin aut Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study 2017transfer abstract 15 nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. Cognitive games Elsevier Tangible User Interfaces (TUI) Elsevier Gerontechnology Elsevier Usability Elsevier Robots Elsevier Jaen, Javier oth Nacher, Vicente oth Enthalten in Elsevier Baber, Junaid ELSEVIER BIG-OH: BInarization of gradient orientation histograms 2014transfer abstract Amsterdam [u.a.] (DE-627)ELV02262399X volume:34 year:2017 pages:91-105 extent:15 https://doi.org/10.1016/j.pmcj.2016.08.007 Volltext GBV_USEFLAG_U GBV_ELV SYSFLAG_U GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_62 GBV_ILN_65 GBV_ILN_69 GBV_ILN_78 GBV_ILN_100 GBV_ILN_130 GBV_ILN_300 AR 34 2017 91-105 15 045F 004 |
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10.1016/j.pmcj.2016.08.007 doi GBVA2017007000012.pica (DE-627)ELV040354342 (ELSEVIER)S1574-1192(16)30133-X DE-627 ger DE-627 rakwb eng 004 004 DE-600 004 VZ Garcia-Sanjuan, Fernando verfasserin aut Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study 2017transfer abstract 15 nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. Cognitive games Elsevier Tangible User Interfaces (TUI) Elsevier Gerontechnology Elsevier Usability Elsevier Robots Elsevier Jaen, Javier oth Nacher, Vicente oth Enthalten in Elsevier Baber, Junaid ELSEVIER BIG-OH: BInarization of gradient orientation histograms 2014transfer abstract Amsterdam [u.a.] (DE-627)ELV02262399X volume:34 year:2017 pages:91-105 extent:15 https://doi.org/10.1016/j.pmcj.2016.08.007 Volltext GBV_USEFLAG_U GBV_ELV SYSFLAG_U GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_62 GBV_ILN_65 GBV_ILN_69 GBV_ILN_78 GBV_ILN_100 GBV_ILN_130 GBV_ILN_300 AR 34 2017 91-105 15 045F 004 |
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10.1016/j.pmcj.2016.08.007 doi GBVA2017007000012.pica (DE-627)ELV040354342 (ELSEVIER)S1574-1192(16)30133-X DE-627 ger DE-627 rakwb eng 004 004 DE-600 004 VZ Garcia-Sanjuan, Fernando verfasserin aut Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study 2017transfer abstract 15 nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. Cognitive games Elsevier Tangible User Interfaces (TUI) Elsevier Gerontechnology Elsevier Usability Elsevier Robots Elsevier Jaen, Javier oth Nacher, Vicente oth Enthalten in Elsevier Baber, Junaid ELSEVIER BIG-OH: BInarization of gradient orientation histograms 2014transfer abstract Amsterdam [u.a.] (DE-627)ELV02262399X volume:34 year:2017 pages:91-105 extent:15 https://doi.org/10.1016/j.pmcj.2016.08.007 Volltext GBV_USEFLAG_U GBV_ELV SYSFLAG_U GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_62 GBV_ILN_65 GBV_ILN_69 GBV_ILN_78 GBV_ILN_100 GBV_ILN_130 GBV_ILN_300 AR 34 2017 91-105 15 045F 004 |
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tangibot: a tangible-mediated robot to support cognitive games for ageing people—a usability study |
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Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study |
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The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. |
abstractGer |
The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. |
abstract_unstemmed |
The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities. |
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Tangibot: A tangible-mediated robot to support cognitive games for ageing people—A usability study |
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