Abstract—Interaction and interface design for the young and the elderly has become an important research topic. The purpose of the research described here is to characterize motor performance in virtual environments across the lifespan. Participants between the ages of 7 and 90 years simultaneously reached to pick up two objects with their right and left hands in a desktop virtual environment. On random trials, objects were unexpectedly moved to new locations. Results indicated that older adults used different movement strategies in the virtual environment when compared to results from natural environment experiments. Further, children and older adults responded to perturbation conditions with different movement time and hand coupling strat...
International audienceObjectives: In the context of rehabilitation, the use of new technology such a...
Virtual environments are becoming ubiquitous, and used in a variety of contexts-from entertainment t...
This study is a preliminary investigation of whether exploring and interacting in a virtual world, u...
The ability to interact skilfully with the environment is essential for independent living and there...
Background: Virtual reality applications to assist older adult with cognitive and functional decline...
A locomotion task has been developed to determine the performance of the elderly in virtual environm...
Abstract—Age-specific design principles for three dimensional virtual environment systems are sparse...
The ability to interact skilfully with the environment is essential for independent living and there...
The ability of younger participants to perform visual motor tasks in a virtual environment was compa...
Increased age and physical activity both affect motor learning (Colcombe & Kramer, 2003). Howeve...
International audienceThe aim of this study was to evaluate motor control activity (active vs. passi...
INTRODUCTION: The purpose of the current study was to examine whether age-related differences are ex...
Healthy aging is associated with a variety of functional and structural brain alterations. These age...
Accurate path integration requires the integration of visual, proprioceptive, and vestibular self-mo...
The increasingly aging workforce is bringing particular attention to senior individuals in productio...
International audienceObjectives: In the context of rehabilitation, the use of new technology such a...
Virtual environments are becoming ubiquitous, and used in a variety of contexts-from entertainment t...
This study is a preliminary investigation of whether exploring and interacting in a virtual world, u...
The ability to interact skilfully with the environment is essential for independent living and there...
Background: Virtual reality applications to assist older adult with cognitive and functional decline...
A locomotion task has been developed to determine the performance of the elderly in virtual environm...
Abstract—Age-specific design principles for three dimensional virtual environment systems are sparse...
The ability to interact skilfully with the environment is essential for independent living and there...
The ability of younger participants to perform visual motor tasks in a virtual environment was compa...
Increased age and physical activity both affect motor learning (Colcombe & Kramer, 2003). Howeve...
International audienceThe aim of this study was to evaluate motor control activity (active vs. passi...
INTRODUCTION: The purpose of the current study was to examine whether age-related differences are ex...
Healthy aging is associated with a variety of functional and structural brain alterations. These age...
Accurate path integration requires the integration of visual, proprioceptive, and vestibular self-mo...
The increasingly aging workforce is bringing particular attention to senior individuals in productio...
International audienceObjectives: In the context of rehabilitation, the use of new technology such a...
Virtual environments are becoming ubiquitous, and used in a variety of contexts-from entertainment t...
This study is a preliminary investigation of whether exploring and interacting in a virtual world, u...