Langmuir-Blodgett films of polyaniline have been fabricated and characterized electrically and optically. We found that the doping level of the films, determined from optical-absorption spectra, can be controlled by adding HCl or camphorsulfonic acid. The addition of neutral KCl salt to the subphase enhances the doping. A systematic effect of the acid on the isotherm was found, and related to the size of the corresponding counter ion. The conductivity of the doped films was studied as a function of film thickness, temperature (77 KϽT Ͻ300 K), and electric field (0ϽFр10 5 V/cm). The low-field conductivity obeyed the behavior ln(T)ϰ Ϫ(T 0 /T) 1/2 over the whole temperature range measured, and ln(F)ϰF 1/(1ϩ) with Ϸ0.9 at higher fields. The results suggest three-dimensional variable-range hopping in a parabolic quasigap, possibly a Coulomb gap.
Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not senior-friendly. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.
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