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  • 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 /
  • 紀錄類型: 書目-電子資源 : Monograph/item
    正題名/作者: Human aspects of IT for the aged population/ edited by Qin Gao, Jia Zhou.
    其他題名: 9th International Conference, ITAP 2023, held as part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023 : proceedings.
    其他題名: ITAP 2023
    其他作者: Gao, Qin.
    團體作者: ITAP (Conference)
    出版者: Cham :Springer Nature Switzerland : : 2023.,
    面頁冊數: xxviii, 670 p. :ill., digital ;24 cm.
    內容註: 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.
    Contained By: Springer Nature eBook
    標題: Computers and older people - Congresses. -
    電子資源: https://doi.org/10.1007/978-3-031-34866-2
    ISBN: 9783031348662
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