| TÃtulo : |
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 |
| Tipo de documento: |
documento electrónico |
| Autores: |
Zhou, Jia, ; Salvendy, Gavriel, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2017 |
| Número de páginas: |
XXIV, 583 p. 178 ilustraciones |
| ISBN/ISSN/DL: |
978-3-319-58536-9 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
TeorÃa de la información Seguridad de datos e información Computadoras y sociedad Estructuras de datos y teorÃa de la información IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Computadoras y civilización Estructuras de datos (Informática) Red informática IngenierÃa Informática Application software La interacción persona-ordenador Protección de datos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de dos volúmenes LNCS 10297 + 10298 constituye las actas arbitradas de la Tercera Conferencia Internacional sobre los Aspectos Humanos de las TI para la Población Envejecida, ITAP 2017, celebrada como parte de HCI International 2017 en Vancouver, BC, Canadá. HCII 2017 recibió un total de 4340 presentaciones, de las cuales 1228 artÃculos fueron aceptados para su publicación después de un cuidadoso proceso de revisión. Los 83 artÃculos presentados en los dos volúmenes de ITAP 2017 se organizaron en secciones temáticas de la siguiente manera: Parte I: envejecimiento y aceptación de la tecnologÃa; diseño centrado en el usuario para personas mayores; diseño de productos para personas mayores; envejecimiento y experiencia del usuario; alfabetización y formación digitales. Parte II: interacción móvil y portátil para personas mayores; envejecimiento y redes sociales; plata y juegos intergeneracionales; atención sanitaria y tecnologÃas y servicios de asistencia para personas mayores; envejecimiento y aprendizaje, trabajo y ocio. . |
| Nota de contenido: |
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 theMotivations 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. |
| 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 |
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 [documento electrónico] / Zhou, Jia, ; Salvendy, Gavriel, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXIV, 583 p. 178 ilustraciones. ISBN : 978-3-319-58536-9 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
TeorÃa de la información Seguridad de datos e información Computadoras y sociedad Estructuras de datos y teorÃa de la información IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Computadoras y civilización Estructuras de datos (Informática) Red informática IngenierÃa Informática Application software La interacción persona-ordenador Protección de datos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de dos volúmenes LNCS 10297 + 10298 constituye las actas arbitradas de la Tercera Conferencia Internacional sobre los Aspectos Humanos de las TI para la Población Envejecida, ITAP 2017, celebrada como parte de HCI International 2017 en Vancouver, BC, Canadá. HCII 2017 recibió un total de 4340 presentaciones, de las cuales 1228 artÃculos fueron aceptados para su publicación después de un cuidadoso proceso de revisión. Los 83 artÃculos presentados en los dos volúmenes de ITAP 2017 se organizaron en secciones temáticas de la siguiente manera: Parte I: envejecimiento y aceptación de la tecnologÃa; diseño centrado en el usuario para personas mayores; diseño de productos para personas mayores; envejecimiento y experiencia del usuario; alfabetización y formación digitales. Parte II: interacción móvil y portátil para personas mayores; envejecimiento y redes sociales; plata y juegos intergeneracionales; atención sanitaria y tecnologÃas y servicios de asistencia para personas mayores; envejecimiento y aprendizaje, trabajo y ocio. . |
| Nota de contenido: |
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 theMotivations 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. |
| 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 |
|  |