Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments: 5th International Conference, ITAP 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Del 2

Framsida
Jia Zhou, Gavriel Salvendy
Springer, 31 juli 2019 - 618 sidor

This two-volume set LNCS 11592 and 11593 constitutes the refereed proceedings of the 5th International Conference on Human Aspects of IT for the Aged Population, ITAP 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 86 papers presented in these two volumes are organized in topical sections named: Design with and for the Elderly, Aging and Technology Acceptance, Aging and the User Experience, Elderly-Specific Web Design, Aging and Social Media, Games and Exergames for the Elderly, Ambient Assisted Living, Aging, Motion, Cognition, Emotion and Learning.

 

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Innehåll

Human Interaction in the IoT Era
314
A Fingerprinting Trilateration Method FTM for Indoor Positioning and Its Performance
326
Gifts and Parasites
336
Design and Implementation of AgeFriendly Activity for Supporting Elderlys Daily Life by IoT
353
A Cooking Support System for Seasoning with Smart Cruet
369
Assistive Technology for Active and Independent Aging
383
Life Transitions and Digital Domestic Practices in Later Life
393
The Oldest Olds Perceptions of Social Robots
405

A Qualitative Investigation on Miscommunication of Everyday Health Information Between Older Parents and Adult Children
109
Games and Exergames for the Elderly
122
An Exploratory Analysis
125
THe Innovative Reminder in SeniorFocused Technology THIRSTEvaluation of Serious Games and Gadgets for Alzheimer Patients
135
Study on Baby Toy DesignFrom the Perspective of AudioVisual Human Factors
155
Can It Enhance Social Connectedness?
167
The Gamer Types of Seniors and Gamification Strategies Toward Physical Activity
177
The Experience of Selfdisclosure in Intergenerational Gaming
189
A Social Interaction Study Case
204
A Review and Reflection of Available Technologies
216
A Qualitative Study Exploring User Requirements
232
Introducing the GameAgeism and AgeGameism Phenomena
245
A Qualitative Study
256
Impact of Intergenerational Play on Young Peoples Perceptions Towards Old Adults
267
The Effect of Familiarity on Older Adults Engagement in Exergames
277
Ambient Assisted Living
289
An Interaction Design Research on Developing Assistive Technologies for Elderly People
290
Building a Framework Around Types and Levels of Autonomy
305
Objective Approaches on Urban Soundscape Perception in Night Market Pedestrian Street
416
The Penguin On the Boundary Between Pet and Machine An Ecological Perspective on the Design of Assistive Robots for Elderly Care
425
Interactive Drinking Gadget for the Elderly and Alzheimer Patients
444
Development and Comparison of Customized VoiceAssistant Systems for Independent Living Older Adults
464
Interaction Design in the Active and Assistive Living Field of Practice
480
Aging Motion Cognition Emotion and Learning
493
A Case Study Based on SHARE Data
495
The Use of Interactive Tables in Promoting Wellbeing in Specific User Groups
506
The Golden Age of Silver Workers?
520
Effect of Gamification of Exercise Therapy on Elderlys Anxiety Emotion
533
Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes
545
Is the Eye Movement Pattern the Same? The Difference Between Automated Driving and Manual Driving
554
Augmented Walking Suit for Elderly Farmers in Agricultural Environment
564
Integration of Augmented Reality with Pressing Evaluation and Training System for Finger Force Training
575
A Field Study
588
Predicting Daily Physical Activity Level for Older Adults Using Wearable Activity Trackers
602
Author Index
615
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