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Morse H, Jolly AA, Browning H, Clark A, Pomeroy V, Rossit S. Aging effects on extrapersonal (far-space) attention: cancellation and line bisection performance from 179 healthy adults. NEUROPSYCHOLOGY, DEVELOPMENT, AND COGNITION. SECTION B, AGING, NEUROPSYCHOLOGY AND COGNITION 2024; 31:605-626. [PMID: 37314105 DOI: 10.1080/13825585.2023.2223903] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/22/2022] [Accepted: 06/07/2023] [Indexed: 06/15/2023]
Abstract
Assessment of cognitive impairments is a vital part of clinical practice. Cancellation (visual search) and line bisection are commonly used tasks to assess visuospatial attention. Despite the fact visuospatial attention is engaged in both near (within reach) and far-space (out of reach), most studies have been conducted in near-space alone. Moreover, despite their use in clinical practice, it is unclear whether cancellation and bisection tasks are related. Here, we investigated the impact of aging on cancellation and line bisection performance in far-space in a large healthy sample. We provide preliminary age-graded norms for assessing visuospatial attention in far-space calculated from a sample of 179 healthy adults, between the ages of 18-94 (mean age = 49.29). Cancellation and line bisection were presented on a large screen in far-space and completed using a wireless remote. Aging was accompanied by longer task duration for both tasks, slower search speed and poorer quality of search. However, there was no significant effect of aging on line bisection error. There was a significant correlation between the two tasks in that longer task duration in line bisection was associated with slower search speed and poorer quality of search. Overall, participants presented a leftward bias during cancellation and line bisection akin to pseudoneglect. Moreover, we found that irrespective of age, search speed was faster in males than females. We offer novel evidence that performance on cancellation and line bisection tasks are related to one another in far-space, but are also sensitive to age-related decline, and even sex differences.
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Affiliation(s)
- Helen Morse
- School of Psychology, University of East Anglia, Norwich, UK
| | - Amy A Jolly
- Department of Clinical Neurosciences, University of Cambridge, Cambridge, UK
| | - Hannah Browning
- School of Psychology, University of East Anglia, Norwich, UK
| | - Allan Clark
- Norwich Medical School, University of East Anglia, Norwich, UK
| | - Valerie Pomeroy
- Faculty of Medicine and Health Sciences, University of East Anglia, Norwich, UK
- NIHR Brain Injury MedTech Co-Operative, University of Cambridge, Cambridge, UK
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Mendez-Lopez M, Juan MC, Burgos T, Mendez M, Fidalgo C. How people with brain injury run and evaluate a SLAM-based smartphone augmented reality application to assess object-location memory. Psych J 2024. [PMID: 38894509 DOI: 10.1002/pchj.784] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2023] [Accepted: 05/22/2024] [Indexed: 06/21/2024]
Abstract
Augmented reality (AR) technology allows virtual objects to be superimposed on the real-world environment, offering significant potential for improving cognitive assessments and rehabilitation processes in the field of visuospatial learning. This study examines how patients with acquired brain injury (ABI) evaluate the functions and usability of a SLAM-based smartphone AR app to assess object-location skills. Ten ABI patients performed a task for the spatial recall of four objects using an AR app. The data collected from 10 healthy participants provided reference values for the best performance. Their perceptions of the AR app/technology and its usability were investigated. The results indicate lower effectiveness in solving the task in the patient group, as the time they needed to complete it was related to their level of impairment. The patients showed lower, yet positive, scores in factors related to app usability and acceptance (e.g., mental effort and satisfaction, respectively). There were more patients reported on entertainment as a positive aspect of the app. Patients' perceived enjoyment was related to concentration and calm, whereas usability was associated with perceived competence, expertise, and a lower level of physical effort. For patients, the sensory aspects of the objects were related to their presence, while for healthy participants, they were related to enjoyment and required effort. The results show that AR seems to be a promising tool to assess spatial orientation in the target patient population.
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Affiliation(s)
- Magdalena Mendez-Lopez
- Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain
- Instituto de Investigación Sanitaria Aragón (IIS Aragón), Zaragoza, Spain
| | - M-Carmen Juan
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain
| | - Teresa Burgos
- Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain
| | - Marta Mendez
- Instituto de Neurociencias del Principado de Asturias (INEUROPA), Oviedo, Spain
- Departamento de Psicología, Universidad de Oviedo, Facultad de Psicología, Oviedo, Spain
| | - Camino Fidalgo
- Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain
- Instituto de Investigación Sanitaria Aragón (IIS Aragón), Zaragoza, Spain
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Baragash RS, Aldowah H, Ghazal S. Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions. Digit Health 2022; 8:20552076221132099. [PMCID: PMC9629585 DOI: 10.1177/20552076221132099] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2022] [Accepted: 09/25/2022] [Indexed: 11/06/2022] Open
Abstract
Objective The use of virtual reality and augmented reality to improve older adults’ quality of life has rapidly increased in recent years. This systematic mapping review aimed to provide a comprehensive overview of existing research that identifies and classifies current virtual reality and augmented reality applications that enhance the quality of life of older adults to increase the understanding of the impact of these technologies. Methods To reach this objective, a systematic mapping review was conducted of the studies published between 2009 and 2020 in major scientific databases, such as IEEE Xplore, Web of Science, Scopus, and PubMed. A total of 57 studies were analyzed and classified into four main quality of life domains: physical, cognitive, psychological, and social well-being. Results The findings showed that virtual reality and augmented reality have found their places in many quality of life studies of older adults. Although virtual reality and augmented reality applications are notably growing in the physical and cognitive well-being domains in training and rehabilitation settings, they are still in the early stages of development in psychological and social well-being research as well as healthcare settings. Our findings also revealed that virtual reality games, particularly motion-based exergames, and 3D augmented reality systems are the most common virtual reality and augmented reality types among the reviewed studies. Moreover, balance and attention were the most prevalent physical and cognitive functions when using motion-based and immersive virtual reality exergames and augmented reality systems and games, respectively, while confidence and interaction were the most dominant psychological and social functions. Conclusion This mapping review provides a comprehensive overview of potential areas for further research in this field, thereby assisting researchers, technologists, and health practitioners in expanding this field of research.
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Affiliation(s)
- Reem Sulaiman Baragash
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia,Reem Sulaiman Baragash, Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia.
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| | - Hanan Aldowah
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia
| | - Samar Ghazal
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia
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The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review. SUSTAINABILITY 2021. [DOI: 10.3390/su131910532] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
New technologies such as Augmented Reality can be used to enhance the possibility of obtaining new experiences to assist people with special needs. However, in the literature, there are not enough studies conducted on the use of Augmented Reality as an assistive technology, especially for people with special needs. The purpose of this study is to highlight the use of Augmented Reality technology on people with special needs for skill development. This systematic literature review includes recent and high-quality articles from chosen prestige databases between the years 2010 and 2020. The selected studies which fitted the eligibility selection criteria have been analyzed and synthesized. The study findings reveal the importance of using AR technology to assist individuals with special needs in their skill development process, to help them become more independent. We hope this study will enlighten researchers and the developers of AR tools. It has been recommended that more studies be done on the sustainable use of AR as an assistive technology, particularly for children with special needs, to make their life easier.
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Assessment of a Location-Based Mobile Augmented-Reality Game by Adult Users with the ARCS Model. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11146448] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
In mobile augmented reality (MAR) games, learning by doing is important to supplement the theoretical knowledge with practical exercise in order to maximize the learning outcome. However, in many fields, the users are not able to apply their knowledge in practical ways, despite having achieved a good understanding of the theoretical fundamentals and this is even more important to adult learners. The aim of this research is to examine young, middle-aged and elderly adults’ opinions about the location-based MAR game Ingress, by applying John Keller’s “ARCS learning motivation model” (Attention, Relevance, Confidence and Satisfaction). The users’ responses to closed questions related to Ingress were collected from 45 adult players aged 20–60 from Greece and were subsequently analyzed by means of pre- and post-quantitative measures of the four ARCS factors. The results show that: (a) game training improves all the factors of ARCS, primarily attention and satisfaction; (b) the responses of young people (20–35) agree more with those of elderly adults (>52) than with those of the intermediate age group of 36–51. Our findings, therefore, highlight the potential and the applicability of the ARCS model in MAR games.
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[Ethical implications in the development of functional training in mixed and augmented reality environments to treat hypertension in old age: A qualitative content analysis]. ZEITSCHRIFT FUR EVIDENZ FORTBILDUNG UND QUALITAET IM GESUNDHEITSWESEN 2021; 164:23-34. [PMID: 34253479 DOI: 10.1016/j.zefq.2021.05.002] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/14/2020] [Revised: 04/17/2021] [Accepted: 05/07/2021] [Indexed: 12/24/2022]
Abstract
BACKGROUND E-Health is of increasing importance in ensuring demand-oriented health care. In addition to technical feasibility, issues concerning the normative requirements for their use are growing. This paper discusses the ethical, legal and social implications of the use of mixed reality (MR) and augmented reality (AR) technologies in the therapy of elderly people with hypertension. It is based on the results of a study conducted as a part of the BMBF project BewARe. METHODS In the context of the above-mentioned background, an expert workshop was held with various stakeholders in an early phase of the BewARe project in accordance with the MEESTAR model, in which ethical, social and legal requirements for the development and use of AR/MR technologies were anticipated. The results of the workshop were subsequently evaluated using content analysis. RESULTS Content analysis identified eight main challenges for the development and use of AR/MR technologies in the therapy of elderly people with hypertension: ethical challenges for the decision-making and action capacity of older users (1), stereotyping (2), user-oriented development and implementation (3), data protection (4), support (5), health risks (6), social participation (7), and the need for an integrative approach (8). DISCUSSION In line with other studies, it can be shown that orientation towards medical guidelines and behavioral principles is essential to promote acceptance and adherence among end users and to minimize potential health risks. In addition, end users should be more strongly involved in the development process to overcome existing user stereotypes and establish qualification strategies for health-promoting use. Finally, legal and health economic framework conditions must be created to ensure data security and sustainable application concepts. CONCLUSION For a successful diffusion of AR/MR applications in health care, a holistic implementation concept is required which must involve various groups of social actors. In this context, the article discusses eight main challenges that can be understood as current challenges in this process.
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Munoz-Montoya F, Juan MC, Mendez-Lopez M, Molla R, Abad F, Fidalgo C. SLAM-based augmented reality for the assessment of short-term spatial memory. A comparative study of visual versus tactile stimuli. PLoS One 2021; 16:e0245976. [PMID: 33539369 PMCID: PMC7861452 DOI: 10.1371/journal.pone.0245976] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2020] [Accepted: 01/11/2021] [Indexed: 11/20/2022] Open
Abstract
The assessment of human spatial short-term memory has mainly been performed using visual stimuli and less frequently using auditory stimuli. This paper presents a framework for the development of SLAM-based Augmented Reality applications for the assessment of spatial memory. An AR mobile application was developed for this type of assessment involving visual and tactile stimuli by using our framework. The task to be carried out with the AR application is divided into two phases: 1) a learning phase, in which participants physically walk around a room and have to remember the location of simple geometrical shapes; and 2) an evaluation phase, in which the participants are asked to recall the location of the shapes. A study for comparing the performance outcomes using visual and tactile stimuli was carried out. Fifty-three participants performed the task using the two conditions (Tactile vs Visual), but with more than two months of difference (within-subject design). The number of shapes placed correctly was similar for both conditions. However, the group that used the tactile stimulus spent significantly more time completing the task and required significantly more attempts. The performance outcomes were independent of gender. Some significant correlations among variables related to the performance outcomes and other tests were found. The following significant correlations among variables related to the performance outcomes using visual stimuli and the participants’ subjective variables were also found: 1) the greater the number of correctly placed shapes, the greater the perceived competence; 2) the more attempts required, the less the perceived competence. We also found that perceived enjoyment was higher when a higher sense of presence was induced. Our results suggest that tactile stimuli are valid stimuli to exploit for the assessment of the ability to memorize spatial-tactile associations, but that the ability to memorize spatial-visual associations is dominant. Our results also show that gender does not affect these types of memory tasks.
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Affiliation(s)
- Francisco Munoz-Montoya
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain
| | - M.-Carmen Juan
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain
- * E-mail:
| | - Magdalena Mendez-Lopez
- Departamento de Psicología y Sociología, IIS Aragón, Universidad de Zaragoza, Teruel, Spain
| | - Ramon Molla
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain
| | - Francisco Abad
- Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain
| | - Camino Fidalgo
- Departamento de Psicología y Sociología, IIS Aragón, Universidad de Zaragoza, Teruel, Spain
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Diaz-Orueta U, Hopper L, Konstantinidis E. Shaping technologies for older adults with and without dementia: Reflections on ethics and preferences. Health Informatics J 2020; 26:3215-3230. [PMID: 31969045 DOI: 10.1177/1460458219899590] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
As a result of several years of European funding, progressive introduction of assistive technologies in our society has provided many researchers and companies with opportunities to develop new information and communication technologies aimed at overcoming the digital divide of those at a greater risk of being left behind, as can be the case with healthy older people and those developing cognitive decline and dementia. Moreover, in recent years, when considering how information and communication technologies have been integrated into older people's lives, and how technology has influenced these individuals, doubts remain regarding whether technologies really fulfil older users' needs and wishes and whether technologies developed specifically for older users necessarily protect and consider main ethical values. In this article, we address the relevance of privacy, vulnerability and preservation of autonomy as key factors when involving older individuals as target users for information and communication technology research and development. We provide explanatory examples on ethical issues involved in the particular case of developing different types of information and communication technology for older people (from robotics to serious games), what previously performed research tells us about older adults' preferences and wishes for information and communication technology and what steps should be taken into consideration in the near future.
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Noë B, Turner LD, Linden DE, Allen SM, Winkens B, Whitaker RM. Identifying Indicators of Smartphone Addiction Through User-App Interaction. COMPUTERS IN HUMAN BEHAVIOR 2019; 99:56-65. [PMID: 31582873 PMCID: PMC6686626 DOI: 10.1016/j.chb.2019.04.023] [Citation(s) in RCA: 42] [Impact Index Per Article: 8.4] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2018] [Revised: 03/20/2019] [Accepted: 04/29/2019] [Indexed: 12/11/2022]
Abstract
We introduce a new approach to monitoring the activity of smartphone users based on their physical interactions with the interface. Typical events are taps, scrolling and typing, carried out to interact with apps. As compared to other measures, this directly encapsulates potential problematic physical smartphone behaviour as a signal. The approach contrasts against conventions such as self-reporting or timing activity sessions, and it focusses on active rather than passive smartphone activity. Using this alternative method, we collected all user interface interaction events from a sample of 64 participants over a period of 8 weeks, using a bespoke monitoring app called Tymer. User Smartphone Addiction was seen to significantly correlate with high levels of interaction with Lifestyle apps, particularly for female users. Interactions with Social apps in general were also associated with Smartphone Addiction. In particular, user interactions with Snapchat correlated with Smartphone Addiction, represented across all types of interface interaction. This is significant given the widespread usage of Snapchat by teenagers, and we hypothesise that the app's design provides a particularly strong pathway in support of Smartphone Addiction.
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Affiliation(s)
- Beryl Noë
- School of Computer Science and Informatics, Cardiff University, 5 The Parade, CF24 3AA, Cardiff, UK
| | - Liam D. Turner
- School of Computer Science and Informatics, Cardiff University, 5 The Parade, CF24 3AA, Cardiff, UK
| | - David E.J. Linden
- School for Mental Health and Neuroscience, Faculty of Health, Medicine and Life Sciences, Maastricht University, Universiteitssingel 40, 6229 ET Maastricht, the Netherlands
| | - Stuart M. Allen
- School of Computer Science and Informatics, Cardiff University, 5 The Parade, CF24 3AA, Cardiff, UK
| | - Bjorn Winkens
- Department of Methodology & Statistics, Care and Public Health Research Institute (CAPHRI), Faculty of Health, Medicine and Life Sciences, Maastricht University, Universiteitssingel 40, 6229 ET Maastricht, the Netherlands
| | - Roger M. Whitaker
- School of Computer Science and Informatics, Cardiff University, 5 The Parade, CF24 3AA, Cardiff, UK
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Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review. APPLIED SCIENCES-BASEL 2019. [DOI: 10.3390/app9132718] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The implementation of usability in mobile augmented reality (MAR) learning applications has been utilized in a myriad of standards, methodologies, and techniques. The usage and combination of techniques within research approaches are important in determining the quality of usability data collection. The purpose of this study is to identify, study, and analyze existing usability metrics, methods, techniques, and areas in MAR learning. This study adapts systematic literature review techniques by utilizing research questions and Boolean search strings to identify prospective studies from six established databases that are related to the research context area. Seventy-two articles, consisting of 45 journals, 25 conference proceedings, and two book chapters, were selected through a systematic process. All articles underwent a rigorous selection protocol to ensure content quality according to formulated research questions. Post-synthesis and analysis, the output of this article discusses significant factors in usability-based MAR learning applications. This paper presents five identified gaps in the domain of study, modes of contributions, issues within usability metrics, technique approaches, and hybrid technique combinations. This paper concludes five recommendations based on identified gaps concealing potential of usability-based MAR learning research domains, varieties of unexplored research types, validation of emerging usability metrics, potential of performance metrics, and untapped correlational areas to be discovered.
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Korman M, Weiss PL, Hochhauser M, Kizony R. Effect of age on spatial memory performance in real museum vs. computer simulation. BMC Geriatr 2019; 19:165. [PMID: 31196006 PMCID: PMC6567498 DOI: 10.1186/s12877-019-1167-2] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2018] [Accepted: 05/23/2019] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Healthy older adults frequently complain on difficulty in recalling the locations of objects of everyday use. Cognitive abilities decline with normal aging; inefficiencies of information processing, as well as deterioration of neuronal structures, may impede the performance of complex cognitive skills such as spatial memory. Extraneous, task-irrelevant cognitive load in real environments is usually high and might interfere with spatial memory abilities of older adults. The purpose of this study was to determine (1) the extent to which older adults maintain their cognitive capacity during a spatial memory task as compared to young adults and (2) whether this capacity is affected by performance of the task in a real environment setting where the cognitive demands are similar to a simulation, but the physical demands (navigating via walking versus via a mouse) vary. METHODS In the museum, participants physically moved between display stations to locate hidden tokens performing a task in which an ongoing representation of previous searches had to be remembered. A comparable task was implemented via mouse actions on a computer simulation. Seventeen healthy older (60-80 years) and twenty younger (20-45 years) adults performed both tasks in a counterbalanced order. RESULTS The younger group was superior to the older group in terms of success rate and completion time for both conditions. All participants performed better during the simulated task. The delta between the total performance score in the two settings of the older group was significantly larger as compared to the younger group, suggesting a differential impact of setting on the groups. CONCLUSIONS Our results highlight the importance and feasibility of experimentation in ecologically relevant settings: differences were found in the way the cognitive performance of older and younger adults was affected by setting. Older adults appear to preserve basic cognitive abilities required for successful performance of object-location memory tasks. However, real museum setting appeared to impose higher demands on the older adults.
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Affiliation(s)
- Maria Korman
- E.J. Safra Brain Research Center for the Study of Learning Disabilities, University of Haifa, 199 Aba Khoushy Ave. Mount Carmel, Haifa, Israel.
| | - Patrice L Weiss
- Department of Occupational Therapy, University of Haifa, Haifa, Israel
| | | | - Rachel Kizony
- Department of Occupational Therapy, University of Haifa, Haifa, Israel.,Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Tel Hashomer, Israel
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Jetter J, Eimecke J, Rese A. Augmented reality tools for industrial applications: What are potential key performance indicators and who benefits? COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.04.054] [Citation(s) in RCA: 55] [Impact Index Per Article: 9.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/16/2022]
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