| TÃtulo : |
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 |
| Tipo de documento: |
documento electrónico |
| Autores: |
Gao, Qin, ; Zhou, Jia, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XXI, 722 p. 202 ilustraciones, 135 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-50249-2 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Procesamiento de datos Estructuras de datos (Informática) Aplicación informática en ciencias sociales y del comportamiento IngenierÃa Informática y Redes Estructuras de datos y teorÃa de la información Interfaces de usuario e interacción persona-computadora Red informática Interfaces de usuario (sistemas informáticos) TeorÃa de la información Ciencias sociales La interacción persona-ordenador IngenierÃa Informática |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes de LNCS 12207, 12208 y 12209 constituye las actas arbitradas de la 6.ª Conferencia Internacional sobre los Aspectos Humanos de las TI para la Población Envejecida, ITAP 2020, celebrada como parte de la 22.ª Conferencia Internacional, HCI International 2020, que tuvo lugar en Copenhague, Dinamarca, en julio de 2020. La conferencia se celebró de forma virtual debido a la pandemia de COVID-19. Se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 de un total de 6326 presentaciones. ITAP 2020 incluye un total de 104 artÃculos regulares que están organizados en secciones temáticas denominadas: Involucrar a los adultos mayores en la metodologÃa HCI, Experiencia del usuario y envejecimiento, Envejecimiento y dispositivos móviles y portátiles, TecnologÃas de salud y rehabilitación, Bienestar, Persuasión, Educación para la salud y Apoyo cognitivo, envejecimiento en el lugar, experiencias culturales y de entretenimiento para adultos mayores, envejecimiento y redes sociales, aceptación de la tecnologÃa e impacto social. |
| Nota de contenido: |
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 - Identifyingthe 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 toSenior 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. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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 [documento electrónico] / Gao, Qin, ; Zhou, Jia, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXI, 722 p. 202 ilustraciones, 135 ilustraciones en color. ISBN : 978-3-030-50249-2 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Procesamiento de datos Estructuras de datos (Informática) Aplicación informática en ciencias sociales y del comportamiento IngenierÃa Informática y Redes Estructuras de datos y teorÃa de la información Interfaces de usuario e interacción persona-computadora Red informática Interfaces de usuario (sistemas informáticos) TeorÃa de la información Ciencias sociales La interacción persona-ordenador IngenierÃa Informática |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes de LNCS 12207, 12208 y 12209 constituye las actas arbitradas de la 6.ª Conferencia Internacional sobre los Aspectos Humanos de las TI para la Población Envejecida, ITAP 2020, celebrada como parte de la 22.ª Conferencia Internacional, HCI International 2020, que tuvo lugar en Copenhague, Dinamarca, en julio de 2020. La conferencia se celebró de forma virtual debido a la pandemia de COVID-19. Se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 de un total de 6326 presentaciones. ITAP 2020 incluye un total de 104 artÃculos regulares que están organizados en secciones temáticas denominadas: Involucrar a los adultos mayores en la metodologÃa HCI, Experiencia del usuario y envejecimiento, Envejecimiento y dispositivos móviles y portátiles, TecnologÃas de salud y rehabilitación, Bienestar, Persuasión, Educación para la salud y Apoyo cognitivo, envejecimiento en el lugar, experiencias culturales y de entretenimiento para adultos mayores, envejecimiento y redes sociales, aceptación de la tecnologÃa e impacto social. |
| Nota de contenido: |
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 - Identifyingthe 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 toSenior 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. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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