Jennifer C. Romano Bergstrom

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SUMMARY: We examined whether college‐ age video game players and musicians are better than controls at implicit sequence learning in the Alternating Serial Reaction Time Task. People learn to use subtle sequence regularities to respond more accurately and quickly to predictable versus non‐predictable events. Although previous studies have shown experts'(More)
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Eye movement deficiencies are inherent with age and tend to increase in distracting visual fields, in the useful field of view (UFoV), and when information is located in the periphery. Despite well-known age-related differences in eye movement, there has been limited empirical study into how older adults look at Web sites. The study of eye movement during(More)
In a usability study on a portion of the Census Bureau Web site, we assess how people of different ages search for specific information by evaluating performance and strategy differences between age groups. We collected us-ability metrics of accuracy and efficiency, including mouse click data. Eye-tracking data were also collected including eye-movement(More)
The adoption of a new technology is often affected by its perceived utility and ease of use, both of which could vary by age due to cognitive differences. A recently invented technology, the quick response (QR) code, enables smartphone users to access content on their mobile devices by scanning two-dimensional barcodes. In this paper, we examine awareness,(More)