Buch, Englisch, 670 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 1042 g
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
Buch, Englisch, 670 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 1042 g
Reihe: Lecture Notes in Computer Science
ISBN: 978-3-031-34865-5
Verlag: Springer Nature Switzerland
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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.