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E-raamat: Human Aspects of IT for the Aged Population: 9th International Conference, ITAP 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part I

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This two-volume set of ITAP 2023, constitutes the refereed proceedings of the 9th International Conference on Human Aspects of IT for the Aged Population, ITAP 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of ITAP 2023 Part I are organized in topical sections named: Designing and Assessing the Older Users' Experience; Aging and Social Media; Voice Assistants and Chatbots; Games and Exergames for Older People.

Designing and Assessing the Older Users' Experience.- Designing for
Self-directed Learning: Co-creating a Demokit with Older Adults.- Text
Readability of Smartphone in Dark Mode: Effects of Font Type, Font Weight and
Color.- Human Factors Based New Media Design: Methodology and Assessment.-
Increasing Quality of Life by Playing Chess: A Blended Care Approach for
Elderly People.- Lessons from a COVID-Era Controlled Trial of Online Learning
and Socializing with Older Participants: Benefits of Applying Consolidated
Standards of Reporting Trials.- Older Adults Perceptions and Use of Digital
Engagement Channels: In the Case of Automobile Insurance Services.- Promoting
Positive Emotions in Older Adults: a Self-Help Relational Savoring
e-Intervention.- The Relationship between Older Drivers Cognitive Ability
and Takeover Performance in conditionally Automated Driving.- The After
Effect of COVID-19 on Colour Perception in the Elderly.- QR Codes as a Method
for Older Adults to Access a MobileSurvey.- The Effects of an Art Program on
Older Adults Cognition and Satisfaction with Life.- College Students
Perceptions and Preferences Regarding Intelligent Advisory Systems in
Multi-Device Learning Environments.- Experimental Design and Design
Methodology of Smart Screen Ageing based on Emotion Regulation.- Aging and
Social Media.- Facebook Community Lurking and Non-participation:
Sociotechnical Barriers among Older Adults in Online Participation.-
Optimizing WeChat User Experience for Older Adults in China I Know How but I
do not want to Discern Falsehoods: Older Adults' Self-Reported Inference
Process to Identify and Share Short-Form Videos.- Using Media Literacy to
Fight Digital Fake News in Later Life: A Mission Impossible? .- Older Persons
Media Usage during a One Month Election Campaign: a Bulgarian Case Study.-
Experimental Survey on Bridging the Digital Divide through Daily Text Chat
Communication with Virtual Agents.- Credibility Judgment Against Online
Health Misinformation Among Older Adults: Integrated View of Psychological
Distance and Health Literacy.- Judging Online Health Misinformation: Effects
of Cyberchondria and Age.- ICT Use and Loneliness during COVID-19 Pandemic:
The Case of European Male and female Older Workers.- Voice Assistants and
Chatbots.- Learnability Assessment of Speech-Based Intelligent Personal
Assistants by Older Adults.- Voice Controlled Devices: A Comparative Study of
Awareness, Ownership, Usage, and Reservations between Young and Older
Adults.- LINE Chatbot for Recording Elderly Cognition to Screen Cognitive
Impairmen.-  Hi, My Name is Robin Remotely Co-Designing an Embodied
Conversational Agent for Empathy with Older Adults.- Learning with
Pedagogical Agent: Effects of Transfer of Information Function.- Games and
Exergames for Older People.- Develop Cognitive Games for Older People Based
on Dynamic Difficulty Adjustment to Motivate Them to Train.- A Study of
Interactive Design Games to Enhance the Fun of Muscle Strength Training for
Older Adults.- From a Research Centre to a Mall: Bringing Virtual Reality and
Digital Playing to a Living Lab for Community Dwelling Older Adults.-
Research on the Design of Serious Games for the Elderly Cognitive Training
based on Augmented Reality.- Development of Exergame-based Frailty Assessment
and Management: An Older Adult-Centric Design.- miPlay as a Transmedia
Strategy: Co-designing a Movie-based Digital Game for Older Adults.- Effects
of Physical Functions on Mobile Casual Game Acceptance of Older Adults.- XR
Experiences and Aging.- Detecting Stress in VR 360° Immersive Experiences for
Older Adults through eye tracking and psychophysiological signals.- Immersive
VR for Training Cognition in Seniors with Neurological Disorders.- A
Framework to incentivize the Use of Augmented Reality in daily Lives of older
Adults.- Development of the Train Therapy in a Nursing Home in Switzerland.-
Applying Virtual Reality Technology and Physical Feedback on Aging inSpatial
Orientation and Memory Ability.- Research on the Development of 3D Virtual
Reality Fire Hazard Factor Identification Training System.- Virtual Reality
Hippotherapy Simulator: A Model Proposal for Senior Citizens.- The Use of
Immersive Technologies while Ageing in the Digitally Mediated Society.-
Habituation to Simulator Sickness in Older Adults during a Chronic Back Pain
Therapy Investigating the Mental Workload of Experiencing Virtual Reality on
people with Mild Cognitive Impairment.- A Study of Junior High School
Students' Willingness to Learn Table Tennis Using VR technology.