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Human Aspects of IT for the Aged Population. Healthy and Active Aging - 
      Qin Gao
    
      Jia Zhou

Human Aspects of IT for the Aged Population. Healthy and Active Aging

6th International Conference, ITAP 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II

Qin Gao (Redaktør) ; Jia Zhou (Redaktør)

This three volume set of LNCS 12207, 12208 and 12209 constitutes the refereed proceedings of the 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. Les mer
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This three volume set of LNCS 12207, 12208 and 12209 constitutes the refereed proceedings of the 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic.
The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.
ITAP 2020 includes a total of 104 regular papers which are organized in topical sections named: Involving Older Adults in HCI Methodology , User Experience and Aging, Aging and Mobile and Wearable Devices, Health and Rehabilitation Technologies, Well-being, Persuasion, Health Education and Cognitive Support, Aging in Place, Cultural and Entertainment Experiences for Older Adults, Aging and Social Media, Technology Acceptance and Societal Impact.
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Forlag: Springer Nature Switzerland AG
Innbinding: Paperback
Språk: Engelsk
Sider: 722
ISBN: 9783030502485
Format: 24 x 16 cm
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Health and Rehabilitation Technologies.- Agent-based Simulation of Medical Care Processes in Rural Areas with the Aid of Current Data on ICT Usage Readiness Among Elderly Patients.- Research on the Standing Movement of the Elderly.- Integrating Personal Emergency Response Systems (PERS) into Healthcare Professional Practices: A Scoping Review.- Combining Motivating Strategies with Design Concepts for Mobile Apps to Increase Usability for the Elderly and Alzheimer Patients.- Defining User Requirements of a eHealth Mobile App for Elderly: the HomeCare4All Project Case Study.- Effect of Display Location on Finger Motor Skill Training with Music-based Gamification.- Comparison of Gaze Skills between Expert and Novice in Elderly Care.- Application of Fuzzy Decision Model Selection of Product in Human Factors Design.- Research on Smart Care System for Elder Sojourners.- A Prototype of Patient Decision Aid for Treating Obstructive Sleep Apnea.- The Design of Electronic Tagging and Tracking Solutions to Improve the Safety and Person-Centered Care for People with Dementia.- Co-designing Strategies to Provide Telecare through an Intelligent Assistant for Caregivers of Elderly Individuals.- Tablet-based Comprehensive Cognitive Rehabilitation in Daily Life Using Virtual and Augmented Reality Technology.- Technological Care. Health Professionals' Discourses on Technology in Home-based Services Seen through a Capability Approach.- Active Aging AI Community Care Ecosystem Design.- A Study on the Preference of Elderly Diabetic Patients to Blood Glucose Meters.- Well-being, Persuasion, Health Education and Cognitive Support.- Choice-Based User Interface Design of a Smart Healthy Food Recommender System for Nudging Eating Behavior of Older Adult Patients with Newly Diagnosed Type II diabetes.- "Older and Younger People": Towards a Cross-generational Online Peer Support about Cancer. The Example of Glioblastoma on French Digital Platforms.- Are Digital Twins becoming our Personal (predictive) Advisors? 'Our Digital Mirror of Who We Were, Who We Are and Who We Will Become'.- Persuasive Design Strategy of Online Health Education for Elderly Adults Based on TAM Model.- Supporting Information Recall for Elderly People in Hyper Aged Societies.- Older Adults' Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study.- Implementing a Digital Wellness Application into Use - Challenges and Solutions among Aged People.- A study on the effect of Gamification on alleviation anxiety levels of the elderly in China.- ICF-based Analysis of Barriers and Facilitators for Smartphone Usage in an App-supported Training Program for Health and Well-Being of Older Users.- The Use of New Information and Communication Technology for Health Information among Older Icelanders.- Chronic Health Problems of Older Workers and Their Occupational Safety: A meta-analysis.- The Impact of User Diversity on the Acceptance of mHealth for Aftercare - Identifying the User Types 'Assistance Seekers' and 'Privacy Supporters'.- Create Video Games to Promote Well-being of Elderly People - a Practice-Driven Guideline.- Stealth-Adaptive Exergame Design Framework for Elderly and Rehabilitative Users.- Aging in Place.- Hermes: A Digital Assistant for Coordinating Invisible Work in Family Elderly Caregiving Scenarios.- Home as a Platform: Levels of Automation for Connected Home Services.- The Influence of Privacy on the Acceptance of Technologies for Assisted Living.- Home as Experience: The Challenge and Opportunity of Care Home Design.- Towards lively surveillance? The domestication of companion robots.- Explore the Demands of the Elderly by Integrating QFD and Scenario-Based Design.- How to handle data management of assisting lifelogging technologies from a user's point of view.- Cultural and Entertainment Experiences for Older Adults.- Media, Generations, and the Platform Society.- Intergenerational Perspectives on Audiences Studies: From Youth to Senior Representations.- Designing an Online Escape Game for Older Adults: The Implications of Playability Testing Sessions with a Variety of Dutch Players.- Evaluating Seniors' Virtual Reality Experience Performed at a Local Community Event in Japan.- Computer-Based Foreign Language Learning Programs for the Elderly - A Review Study.- Acceptance Level of Older Chinese People towards Video Shooting Games.