Human aspects of IT for the aged population : aging, design and user experience : third International Conference, ITAP 2017, held as part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings. Part II / Jia Zhou, Gavriel Salvendy (Eds.).

By: (3rd : ITAP (Conference) (3rd : 2017 : Vancouver, B.C.)
Contributor(s): Zhou, Jia (Assistant professor) [editor.] | Salvendy, Gavriel [editor.] | International Conference on Human-Computer Interaction (19th : 2017 : Vancouver, B.C.) [jointly held conference.]
Material type: TextTextSeries: SerienbezeichnungLecture notes in computer science: 10298.; LNCS sublibrary: Publisher: Cham, Switzerland : Springer, [2017]Description: 1 online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783319585369; 3319585363Other title: ITAP 2017Subject(s): User interfaces (Computer systems) -- Congresses | Human-computer interaction -- Congresses | Computers and older people -- Congresses | Computers and civilization | Computer organization | Computer science | Computer security | Computers and civilization | Data structures (Computer science) | Human-computer interaction | User interfaces (Computer systems)Genre/Form: Electronic books. | Conference papers and proceedings. Additional physical formats: Printed edition:: No titleDDC classification: 005.4/37 LOC classification: QA76.9.H85 | I83 2017Online resources: Click here to access online
Contents:
Mobile and Wearable Interaction for the Elderly. -- How Do Users Interact With Mobile DevicesAn Analysis of Handheld Positions for Different Technology Generations -- Movement Analysis for Improving Older Adults' Performances in HCI: Preliminary Analysis of Movements of the Users' Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. -Shape Design and Exploration of 2D and 3D Graphical Icons. -- The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly. -- Aging and Social Media. -- Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users -- A Comparison between Younger and Older People. -- Visual Representations of Digital Connectivity in Everyday Life -- Novel Functional Technologies for Age-friendly E-commerce. -- Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly. -- Online Privacy Perceptions of Older Adults. -- Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities -- Silver and Intergenerational Gaming -- Digital Gaming Perceptions Among Older Adult Non-Gamers. - A research design on intergenerational gaming focusing on Pokémon Go. - Socioemotional Benefits of Digital Games for Older Adults -- Exergaming: Meaningful Play for Older Adults -- Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of FunExploring Silver Gamers' Motivation to Play Casual Games - Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. -- Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay -- Health Care and Assistive Technologies and Services for the Elderly. -- Distributed User Interfaces for Poppelreuter and Raven visual tests. -- Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services. -- Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study -- Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia -- Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People's Acceptance of the Personal Health Information System for Self-Health Management -- To Capture the Diverse Needs of Welfare Technology Stakeholders - Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers -- Change in the Relationship between the Elderly and Information Support Robot System Living Together -- Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia -- Usability Evaluation on User Interface of Electronic Wheelchair -- Fall Detection based on Skeleton Data. -- Aging and Learning, Working and Leisure -- The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology -- Facilitating Remote Communication between Senior Communities with Telepresence Robots -- Reopening the Black Box of Career Age and Research Performance. -- Intergenerational Techno-Creative Activities in a Library Fablab. -- 'Industrie 4.0' and an Aging Workforce - A Discussion from a Psychological and a Managerial Perspective -- Towards Extracting Recruiters' Tacit Knowledge based on Interactions with a Job Matching System. -- The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults
Mobile and Wearable Interaction for the Elderly. -- How Do Users Interact With Mobile Devices? An Analysis of Handheld Positions for Different Technology Generations -- Movement Analysis for Improving Older Adults' Performances in HCI: Preliminary Analysis of Movements of the Users' Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. -Shape Design and Exploration of 2D and 3D Graphical Icons. -- The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly. -- Aging and Social Media. -- Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users -- A Comparison between Younger and Older People. -- Visual Representations of Digital Connectivity in Everyday Life -- Novel Functional Technologies for Age-friendly E-commerce. -- Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly. -- Online Privacy Perceptions of Older Adults. -- Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities -- Silver and Intergenerational Gaming -- Digital Gaming Perceptions Among Older Adult Non-Gamers. -My grandpa and I "gotta catch 'em all." A research design on intergenerational gaming focusing on Pokémon Go. -- Socioemotional Benefits of Digital Games for Older Adults -- Exergaming: Meaningful Play for Older Adults -- Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of Fun? Exploring Silver Gamers' Motivation to Play Casual Games -- Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. -- Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay -- Health Care and Assistive Technologies and Services for the Elderly. -- Distributed User Interfaces for Poppelreuter and Raven visual tests. -- Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services. -- Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study -- Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia -- Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People's Acceptance of the Personal Health Information System for Self-Health Management -- To Capture the Diverse Needs of Welfare Technology Stakeholders -- Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers -- Change in the Relationship between the Elderly and Information Support Robot System Living Together -- Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia -- Usability Evaluation on User Interface of Electronic Wheelchair -- Fall Detection based on Skeleton Data. -- Aging and Learning, Working and Leisure -- The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology -- Facilitating Remote Communication between Senior Communities with Telepresence Robots -- Reopening the Black Box of Career Age and Research Performance. -- Intergenerational Techno-Creative Activities in a Library Fablab. -- 'Industrie 4.0' and an Aging Workforce -- A Discussion from a Psychological and a Managerial Perspective -- Towards Extracting Recruiters' Tacit Knowledge based on Interactions with a Job Matching System. -- The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults.
Summary: The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
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Mobile and Wearable Interaction for the Elderly. -- How Do Users Interact With Mobile DevicesAn Analysis of Handheld Positions for Different Technology Generations -- Movement Analysis for Improving Older Adults' Performances in HCI: Preliminary Analysis of Movements of the Users' Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. -Shape Design and Exploration of 2D and 3D Graphical Icons. -- The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly. -- Aging and Social Media. -- Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users -- A Comparison between Younger and Older People. -- Visual Representations of Digital Connectivity in Everyday Life -- Novel Functional Technologies for Age-friendly E-commerce. -- Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly. -- Online Privacy Perceptions of Older Adults. -- Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities -- Silver and Intergenerational Gaming -- Digital Gaming Perceptions Among Older Adult Non-Gamers. - A research design on intergenerational gaming focusing on Pokémon Go. - Socioemotional Benefits of Digital Games for Older Adults -- Exergaming: Meaningful Play for Older Adults -- Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of FunExploring Silver Gamers' Motivation to Play Casual Games - Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. -- Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay -- Health Care and Assistive Technologies and Services for the Elderly. -- Distributed User Interfaces for Poppelreuter and Raven visual tests. -- Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services. -- Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study -- Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia -- Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People's Acceptance of the Personal Health Information System for Self-Health Management -- To Capture the Diverse Needs of Welfare Technology Stakeholders - Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers -- Change in the Relationship between the Elderly and Information Support Robot System Living Together -- Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia -- Usability Evaluation on User Interface of Electronic Wheelchair -- Fall Detection based on Skeleton Data. -- Aging and Learning, Working and Leisure -- The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology -- Facilitating Remote Communication between Senior Communities with Telepresence Robots -- Reopening the Black Box of Career Age and Research Performance. -- Intergenerational Techno-Creative Activities in a Library Fablab. -- 'Industrie 4.0' and an Aging Workforce - A Discussion from a Psychological and a Managerial Perspective -- Towards Extracting Recruiters' Tacit Knowledge based on Interactions with a Job Matching System. -- The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults

Mobile and Wearable Interaction for the Elderly. -- How Do Users Interact With Mobile Devices? An Analysis of Handheld Positions for Different Technology Generations -- Movement Analysis for Improving Older Adults' Performances in HCI: Preliminary Analysis of Movements of the Users' Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. -Shape Design and Exploration of 2D and 3D Graphical Icons. -- The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly. -- Aging and Social Media. -- Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users -- A Comparison between Younger and Older People. -- Visual Representations of Digital Connectivity in Everyday Life -- Novel Functional Technologies for Age-friendly E-commerce. -- Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly. -- Online Privacy Perceptions of Older Adults. -- Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities -- Silver and Intergenerational Gaming -- Digital Gaming Perceptions Among Older Adult Non-Gamers. -My grandpa and I "gotta catch 'em all." A research design on intergenerational gaming focusing on Pokémon Go. -- Socioemotional Benefits of Digital Games for Older Adults -- Exergaming: Meaningful Play for Older Adults -- Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of Fun? Exploring Silver Gamers' Motivation to Play Casual Games -- Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. -- Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay -- Health Care and Assistive Technologies and Services for the Elderly. -- Distributed User Interfaces for Poppelreuter and Raven visual tests. -- Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services. -- Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study -- Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia -- Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People's Acceptance of the Personal Health Information System for Self-Health Management -- To Capture the Diverse Needs of Welfare Technology Stakeholders -- Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers -- Change in the Relationship between the Elderly and Information Support Robot System Living Together -- Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia -- Usability Evaluation on User Interface of Electronic Wheelchair -- Fall Detection based on Skeleton Data. -- Aging and Learning, Working and Leisure -- The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology -- Facilitating Remote Communication between Senior Communities with Telepresence Robots -- Reopening the Black Box of Career Age and Research Performance. -- Intergenerational Techno-Creative Activities in a Library Fablab. -- 'Industrie 4.0' and an Aging Workforce -- A Discussion from a Psychological and a Managerial Perspective -- Towards Extracting Recruiters' Tacit Knowledge based on Interactions with a Job Matching System. -- The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults.

The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.

Description based on online resource; title from digital title page (viewed on July 30, 2019).

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