Walter R. Boot
Orcid: 0000-0003-1047-5467Affiliations:
- Florida State University, Department of Psychology, Tallahassee, FL, USA
According to our database1,
Walter R. Boot
authored at least 28 papers
between 2006 and 2024.
Collaborative distances:
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Bibliography
2024
Assessing the Feasibility, and Efficacy of Virtual Reality Navigational Training for Older Adults.
CoRR, 2024
2023
Proceedings of the HCI International 2023 Posters, 2023
Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
2022
A Machine-Learning Based Approach for Predicting Older Adults' Adherence to Technology-Based Cognitive Training.
Inf. Process. Manag., 2022
Int. J. Account. Inf. Syst., 2022
Using Immersive Virtual Reality to Enhance Social Interaction among Older Adults: A Multi-site Study.
CoRR, 2022
Using a Nature-based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults: A Mixed-method Feasibility Study.
CoRR, 2022
2021
A Pilot Study Exploring Age Differences in Presence, Workload, and Cybersickness in the Experience of Immersive Virtual Reality Environments.
Frontiers Virtual Real., 2021
2019
Effects of Extended Use of an Age-friendly Computer System on Assessments of Computer Proficiency, Attitudes, and Usability by Older Non-Computer Users.
ACM Trans. Access. Comput., 2019
Development of statistical models for improving efficiency of emergency evacuation in areas with vulnerable population.
Reliab. Eng. Syst. Saf., 2019
Improving the Measurement of Older Adults' Mobile Device Proficiency: Results and Implications from a Study of Older Adult Smartphone Users.
IEEE Access, 2019
Older Adults' Perceptions of Video Game Training in the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) Clinical Trial: An Exploratory Analysis.
Proceedings of the Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments, 2019
2017
Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.
Top. Cogn. Sci., 2017
Proceedings of the Human-Computer Interaction. Interaction Contexts, 2017
2016
Univers. Access Inf. Soc., 2016
Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.
Games Cult., 2016
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2016
The Flashing Right Turn Signal with Pedestrian Indication: A Human Factors Study to Assess Driver Comprehension.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2016
Exploring the Relationship Between Computer Proficiency and Computer Use Over Time in the PRISM Trial.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2016
The Gamification of Cognitive Training: Older Adults' Perceptions of and Attitudes Toward Digital Game-Based Interventions.
Proceedings of the Human Aspects of IT for the Aged Population. Design for Aging, 2016
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2016
2012
Effects of training strategies implemented in a complex videogame on functional connectivity of attentional networks.
NeuroImage, 2012
2011
Proceedings of the 33th Annual Meeting of the Cognitive Science Society, 2011
Proceedings of the 33th Annual Meeting of the Cognitive Science Society, 2011
2007
Hum. Factors, 2007
2006
Detecting Transient Changes in Dynamic Displays: The More You Look, the Less You See.
Hum. Factors, 2006