Human Aspects of IT for the Aged Population. Applications, Services and Contexts Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II /

Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Zhou, Jia. (Editor), Salvendy, Gavriel. (Editor)
Format: eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edition:1st ed. 2017.
Series:Information Systems and Applications, incl. Internet/Web, and HCI ; 10298
Subjects:
Online Access:https://doi.org/10.1007/978-3-319-58536-9
Table of Contents:
  • 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.