2024
DOI: 10.1016/j.heliyon.2024.e28901
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Risk of using smartphones while walking for digital natives in realistic environments: Effects of cognitive–motor interference

Yungon Lee,
Sunghoon Shin
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Cited by 3 publications
(5 citation statements)
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“…Falls during walking caused by usages of a smartphone are a healthcare issue 9 . However, possible causes of such falls have yet to be understood well.…”
Section: Discussionmentioning
confidence: 99%
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“…Falls during walking caused by usages of a smartphone are a healthcare issue 9 . However, possible causes of such falls have yet to be understood well.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, the positive persistency characterized by the scaling exponent α could be a good index that reflects endogenous gait stability/instability and a risk of falls. Because exogenous factors, such as stepped surface and surrounding pedestrians, could cause a fall easily, increase in the fall incident during walking with usages of a smartphone 9 might be due to both endogenous and exogenous factors. However, note that the mechanisms of how the positive persistency is generated through a control process for stabilizing gait has yet to be clarified 60 62 , and thus also mechanisms of how the positive persistency is declined that lead to an increase in a risk of falls has not yet been established 61 .…”
Section: Discussionmentioning
confidence: 99%
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“…The SCAMPER method is used in this study to formulate innovative ideas aligned with consumer market needs, particularly those targeting Generation Y and Z. The reason for choosing Generation Y and Z, or the "digital natives," is that they are individuals raised in a digital media-rich environment and show a significant dependence on smartphones in their daily routines [23], thus creating a consumer base ready to adopt VR technology.…”
Section: Methodsmentioning
confidence: 99%
“…The proposed beneficiaries in this study are the Y and Z generations. The reason for selecting Generation Y and Z, commonly referred to as "digital natives," is because they are individuals who have been raised in a rich digital media environment and exhibit significant dependence on smartphones in their daily routines [23], thus creating a consumer base ready to adopt VR technology.…”
Section: Beneficiary Profilesmentioning
confidence: 99%