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ویرایش: 1st ed. 2022
نویسندگان: Qin Gao (editor). Jia Zhou (editor)
سری:
ISBN (شابک) : 9783031056536, 3031056531
ناشر: Springer
سال نشر: 2022
تعداد صفحات: 464
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 53 مگابایت
در صورت تبدیل فایل کتاب Human Aspects of IT for the Aged Population. Technology in Everyday Living: 8th International Conference, ITAP 2022, Held as Part of the 24th HCI ... II (Lecture Notes in Computer Science, 13331) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب جنبه های انسانی فناوری اطلاعات برای جمعیت سالمند. فناوری در زندگی روزمره: هشتمین کنفرانس بین المللی، ITAP 2022، برگزار شده به عنوان بخشی از بیست و چهارمین HCI ... II (یادداشت های سخنرانی در علوم کامپیوتر، 13331) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Foreword\nHCI International 2022 Thematic Areas and Affiliated Conferences\nList of Conference Proceedings Volumes Appearing Before the Conference\nPreface\n8th International Conference on Human Aspects of IT for the Aged Population (ITAP 2022)\nHCI International 2023\nContents – Part II\nContents – Part I\nIntelligent Environment for Daily Activities Support\nDesign Changes to a Synthetic Elderly Companion Based on an Intrusiveness Survey\n 1 Introduction\n 2 Literature\n 3 The Survey and the Respondents\n 4 The Results\n 5 Design Changes\n 6 Conclusion and Future Work\n References\nIterative User Centered Design of Robot-Mediated Paired Activities for Older Adults with Mild Cognitive Impairment (MCI)\n 1 Introduction\n 2 Background\n 3 Robot-Mediated Activity Design\n 3.1 Activity Objectives\n 3.2 Robot Acceptance by Target Population\n 3.3 Activity Prototype 1\n 3.4 Activity Prototype 2\n 4 Experiment\n 4.1 Recruitment Process\n 4.2 Participant Testing\n 4.3 Problems Observed\n 5 Activity Redesign\n 5.1 Architecture\n 5.2 State Machine\n 5.3 Changes to Address the Observed Problems\n 6 User Centered Design Principles\n 7 Data Collection\n 7.1 Kinect Data\n 7.2 Physiological Data\n 7.3 Activity Approval\n 8 Participant Final Thoughts\n 9 Discussion and Conclusion\n References\nNadine Robot in Elderly Care Simulation Recreational Activity: Using Computer Vision and Observations for Analysis\n 1 Introduction\n 2 Literature Survey\n 3 Experimental Setup\n 3.1 Architecture\n 3.2 Adaptation\n 3.3 Ethical Protocol and Participants\n 4 Data Analysis\n 4.1 Computer Vision Method as an Objective Tool\n 4.2 An Observational Method as a Subjective Tool\n 5 Results\n 5.1 Computer Vision Method as an Objective Tool\n 5.2 Observational Methods as a Subjective Tool\n 6 Conclusion and Discussion\n References\nEncouraging Elderly Self-care by Integrating Speech Dialogue Agent and Wearable Device\n 1 Introduction\n 2 Preliminaries\n 2.1 Current Situation in Japan\n 2.2 Assistive Technology: Wearable Devices\n 2.3 Previous Research: Listening Services\n 3 Proposed Method\n 3.1 Purposes and Key Ideas\n 3.2 Proposed Method and Architecture\n 3.3 Flow of Proposed Method\n 4 Implementation\n 4.1 Implementation Environment\n 4.2 Implementation Flow\n 4.3 Implementation Results\n 4.4 Implementation Considerations\n 5 Experiment\n 5.1 Experiment Purpose\n 5.2 Experiment Description\n 5.3 Experiment Results\n 5.4 Experiment Discussion\n 6 Conclusion\n References\nTo Dot or Not to Dot: The Effect of Instruction Design on Smart Home Device Set-Up for Older Adults\n 1 Introduction\n 1.1 Out-of-Box Experience\n 1.2 Instruction Effectiveness\n 1.3 Purpose\n 2 Method\n 2.1 Participants\n 2.2 Experimental Design\n 2.3 Measures\n 2.4 Materials\n 2.5 Instruction Design\n 2.6 Procedure\n 3 Results\n 3.1 Packaging and First Impressions\n 3.2 Set-Up Configuration\n 3.3 First Use of Device\n 4 Discussion\n 4.1 Packaging and First Impressions\n 4.2 Set-Up Configuration\n 4.3 First Use\n 4.4 Recommendations to Improve Instruction\n 4.5 Limitations and Future Research\n 5 Conclusion\n References\nRobots as Welfare Technologies to Reduce Falls Amongst Older Adults: An Explorative Study from Norway\n 1 Introduction\n 2 Background\n 3 Theoretical Framework: The Notion of Welfare Technology (WT)\n 4 Method\n 5 Findings: About Safety Alarms as Welfare Technologies in Elderly’s Homes\n 5.1 How Today’s Fall Safety Alarms as WT Work in Practice\n 5.2 Shortcomings of Today’s Fall Safety Alarms as WT: Cost, Design, and Technical Aspects\n 5.3 Future Fall Safety Alarms: Robots as WT and the Need for New Standards, Regulations, and Legislation\n 6 Discussion\n 6.1 From Wearables to Robots as WT for Fall Prevention, Detection and, Prediction\n 6.2 Some Ethical Challenges and Opportunities with Robots as WT\n 7 Conclusion\n References\nSmart Home for the Elderly - A Survey of Desires, Needs, and Problems\n 1 Introduction\n 2 Related Work\n 3 Methodology\n 3.1 Demographic Data\n 3.2 Technical Devices\n 3.3 Smart Home and Forms of Interaction\n 4 Findings\n 4.1 Technical Devices\n 4.2 Smart Home and Forms of Interaction\n 5 Conclusion and Future Work\n References\nKnowledge-Based Dialogue System for the Ageing Support on Daily Activities\n 1 Introduction\n 2 Related Work\n 3 System Overview and Use Cases\n 3.1 Examples of Use Cases and Dialogue Design\n 4 Modeling\n 4.1 Knowledge Graph Models\n 4.2 Dialogue Model\n 4.3 Knowledge Graph Integration in the Dialogue System\n 5 Rasa X Examples\n 6 Conclusions and Future Work\n References\nDesign and Verification of a Smart Home Management System for Making a Smart Home Composable and Adjustable by the Elderly\n 1 Introduction\n 2 Related Works\n 2.1 SH Environment and Components for the Elderly\n 2.2 Self-engagement in SH and IoT Setting Methods\n 3 Methods\n 3.1 Concept of the SHS\n 3.2 System Components\n 3.3 User Interface\n 3.4 Evaluation Experiment\n 4 Results\n 5 Discussion\n 6 Conclusion\n References\nLIGHT: A Smart Lamp Design for the Sleep Disorders and Sundown Syndrome of Alzheimer’s Patients\n 1 Introduction\n 2 Problem Definition\n 3 User Studies\n 4 Current Solutions\n 5 Market Research\n 6 Proposed Design Solution\n 7 Conclusion and Future Work\n References\nSystem Design of Smart Banking Based on Service Design Thinking\n 1 Introduction\n 2 What Kind of Smart Branch Should Be Designed?\n 2.1 Customer Research\n 2.2 Design Objectives\n 3 Systematic Design of Service System for Smart Bank Branches\n 3.1 Business-Auxiliary Area\n 3.2 Leisure-entertainment Area\n 3.3 Self-service Area\n 3.4 Information-Displaying Area\n 3.5 Evaluation-Lottery Area\n 4 Discussion\n References\nHealth and Wellbeing Technologies for the Elderly\nExploration and Practice of Service Design Intervention for the Elderly with Mild Cognitive Impairment\n 1 Introduction\n 2 Research Background and Methodology\n 2.1 Current Status of Mild Cognitive Impairment and Cognitive Intervention\n 2.2 Feasibility and Positive Implications of Service Design Interventions for MCI Cognition\n 2.3 MCI Cognitive Intervention Activity Service Design Research Process\n 3 Research Exploration and Integration Definition - Focus on Scenarios and Needs\n 3.1 Institutional Overview\n 3.2 User Research in Activity Scenarios\n 3.3 Hierarchy of Needs\n 3.4 Defining Key Issues\n 4 Service Design Practice - An Example of a Cognitive Disorder Charity in Shanghai\n 4.1 Service System and Service Blueprint\n 4.2 Wall Module Design\n 4.3 Design Summary\n 5 Concluding Remarks\n References\nIntegration Analysis of Heterogeneous Data on Mind Externalization of Elderly People at Home\n 1 Introduction\n 2 Previous Study: Monitoring Assistance for Elderly People at Home\n 2.1 Mental Externalization of the Elderly at Home\n 2.2 Virtual Agent Listening Service\n 2.3 Microservice Execution Through Voice Interaction\n 2.4 Multi-modal Diary Service\n 3 Development of Advancing Technology: Wearable Health\n 3.1 Smart Healthcare of Elderly People at Home\n 3.2 Emergence of Wearable Health Devices\n 3.3 Collection of Health Data by Activity Tracker\n 4 Considering Approach: Integration Analysis of Heterogeneous Data\n 4.1 Technical Challenges\n 4.2 Goal and Key Idea\n 4.3 Overall Architecture\n 4.4 Flows of Considering Approach\n 5 Discussion\n 5.1 Advantage\n 5.2 Limitation\n 6 Related Work\n 7 Conclusion\n References\nDevelopment of an Electronic Healthcare Tool to Elicit Patient Preferences in Older Adults Diagnosed with Hematologic Malignancies\n 1 Introduction\n 1.1 Background\n 2 Methods\n 2.1 Participants\n 2.2 Baseline Characteristics of Participants\n 2.3 Study Design\n 2.4 Data Analysis\n 3 Results\n 3.1 Participant Characteristics\n 3.2 Participant Preference for Version of the DCE\n 3.3 Thematic Analysis\n 3.4 Usability\n 3.5 Cognitive Workload\n 4 Discussion\n 4.1 Principal Findings\n 4.2 Limitations\n 4.3 Conclusion\n Appendix A\n References\nAnalysis of the Influencing Factors of the Elderly User’s Somatosensory Game Themes Preferences – Based on the DEMATEL Method\n 1 Introduction\n 1.1 Background\n 1.2 Literature Review\n 1.3 Research Purposes\n 2 Analysis of Factors Influencing the Theme Preferences of Somatosensory Games Among the Elderly\n 2.1 Summary of Factors Influencing the Theme Preferences of Somatosensory Games Among the Elderly\n 2.2 Classify the Factors Influencing the Theme Preferences of Somatosensory Games Among the Elderly\n 2.3 DEMATEL Procedure\n 2.4 Discussion\n 3 Conclusion\n References\nHazard Identification for a Virtual Coaching System for Active Healthy Ageing\n 1 Introduction\n 2 System Outline\n 3 Hazard Identification\n 3.1 Purpose of Hazard Identification\n 3.2 Use Case\n 3.3 Methodology and Results\n 4 Subsequent Steps in the Risk Reduction Process\n 4.1 Risk Estimation and Evaluation\n 4.2 Protective Measures\n 5 Conclusion\n References\nFEEL2: An Interactive Device for Older Adults to Experience Synesthesia and Age Creatively\n 1 Introduction\n 2 Literature Review\n 2.1 Creative Aging and Artistic Activities\n 2.2 Activities Centered on Artistic Creation and Music\n 2.3 Synesthesia of Color and Music\n 3 Research Methods\n 4 Design and Implementation of FEEL2 and Its Corresponding Activity\n 4.1 First Iteration\n 4.2 Second Iteration\n 5 Discussion and Recommendations\n References\nImproving Self-diet Management of Chronic Kidney Disease Patients Through Chatbots\n 1 Introduction\n 1.1 Research Background and Motives\n 1.2 Research Field and Scope\n 2 Literature Review\n 2.1 Prevention and Care of Chronic Kidney Disease\n 2.2 Mobile Medical Treatment\n 2.3 Application of Chat Robots\n 3 Research Method\n 3.1 Phase 1\n 3.2 Main Research Method\n 3.3 Phase 3\n 4 Research Analysis\n 5 Conclusions\n References\nA Preliminary Study on Application of Tangible User Interface and Augmented Reality Technology with Table Game and Hand-Eye Coordination Operation Tasks in the Fields of Memory and Visuospatial Perception for the Elderly\n 1 Introduction\n 1.1 Impact of Cognitive Impairment on the Elderly\n 1.2 Serious Games Applied to Trainings on Improving Cognition Impairment for the Elderly\n 2 Literature Review\n 2.1 The Application of Augmented Reality to Cognitive Training for the Elderly\n 2.2 Augmented Reality Lacks Operational Physical Handling Cognition and Effective Haptic Feedback Mechanisms\n 2.3 “Tangible User Interface” Combined with “Augmented Reality” Technology for Cognitive Training of the Elderly\n 2.4 Summary\n 3 Research Methodology\n 3.1 Research Objects\n 3.2 Experimental Implementation and Game Playing\n 3.3 Differences Among and Comparisons of Game Content\n 3.4 Assessment Methods\n 4 Results\n 5 Conclusion and Discussion\n 5.1 TAR Games can be Helpful for the Elderly in Terms of Operation\n 5.2 The Impact of Interactive Game Design and Usage Environment with TAR Operation\n 5.3 Future Work and Research Limitations\n References\nFeasibility Study of Portable Simulated Pet ‘KEDAMA’ for Relieving Depression\n 1 Introduction\n 1.1 Background\n 1.2 Related Works\n 2 ‘KEDAMA’ Design and Concept\n 3 Method\n 3.1 Observation and Evaluation Verification Checklist\n 3.2 User Experience Survey\n 4 Results and Discussion\n 4.1 User Initial Impression Survey Results\n 4.2 Comparison Effect Before and After KEDAMA Experience\n 5 Conclusion\n References\nDesign of Somatosensory Interactive Balance Training Exergame for the Elderly Based on Tai Chi\n 1 Background\n 2 Materials and Methods\n 2.1 Participants\n 2.2 Exergame Content\n 3 Process\n 4 Results and Discussion\n 4.1 Participant Descriptions\n 4.2 Results\n 4.3 Discussion\n 5 Conclusion\n References\nAnalysis on Influencing Factors of Medical Seeking Behavior of the Elderly Under COVID-19–Based on the DEMATEL Method\n 1 Introduction\n 1.1 Background\n 1.2 Literature Review\n 1.3 Research Purpose\n 2 Analysis of Influencing Factors\n 2.1 Summary of Factors Influencing Older People\'s Medical Seeking Behaviour\n 2.2 Screening of Factors Influencing Medical Seeking Behavior of the Elderly\n 3 DEMATEL Procedure\n 3.1 Participants\n 3.2 Tasks and Materials\n 3.3 Procedure\n 3.4 Results\n 3.5 Discussion\n 4 Conclusion\n References\nAging, Communication and Social Interaction\nIntergenerational Digitally Mediated Relationships: How Portuguese Young Adults Interact with Family Members Over 65+\n 1 Introduction\n 1.1 Blurring the Homogenisation: The Diversity of the Ageing Process\n 1.2 From Generations to an Intergenerational Perspective\n 1.3 Intergenerational Solidarity in ICT Usage\n 2 Method\n 3 Results and Discussion\n 4 Conclusions\n References\nCognitive Difference of Generations in the 1970s and 1990s Towards Ancestor Worship Culture\n 1 Research Motives\n 2 Literature Review\n 2.1 Difference Between the 1970s and 1990s\n 2.2 Study Related to Ancestor Worship Culture\n 3 Research Method and Procedures\n 4 Research Results and Analysis\n 4.1 Analysis of Personal Backgrounds\n 4.2 Analysis of Ancestor Worship Culture\n 4.3 Analysis of Financial and Living Environments\n 5 Discussion\n 6 Conclusion and Suggestions\n References\nPrototype Development of an Interpretative Game with Location-Based AR for Ecomuseum\n 1 Introduction\n 2 Literature Review\n 2.1 Interaction Design of Location-Based AR\n 2.2 Interpretation\n 2.3 Game-Based Learning\n 3 Method\n 3.1 Prototype Design of Location-Based AR Game\n 3.2 Data Collection and Analysis\n 3.3 Test Site and Participants\n 3.4 Devices and Technologies\n 4 Results and Discussion\n 4.1 Results\n 4.2 Discussion\n 5 Conclusion and Suggestions\n 5.1 Conclusions\n 5.2 Suggestions\n References\nIntergenerational Contacts During the COVID-19 Pandemic: Personal or Electronic?\n 1 Introduction\n 2 Intergenerational Solidarity Paradigm\n 3 Digital Solidarity\n 4 Associational Solidarity in a New Context – The COVID-19 Pandemic\n 5 Factors that Influence Associational Intergenerational Solidarity\n 6 Method\n 6.1 Data\n 6.2 Indicators\n 6.3 Analytic Approach\n 7 Results\n 8 Discussion\n References\nVirtual Museum Visits in a Pandemic: Older Adults Discuss Experiences of Art, Culture and Social Connection\n 1 Introduction\n 2 Literature Review\n 3 Methodology and Analysis\n 4 Background: From In-Person in 2019 to Online in 2021\n 5 Findings\n 5.1 Encountering Digital Technologies Through Museum Visits\n 5.2 Encountering Art Through a Screen\n 5.3 Virtual Visits to Bridge Inaccessibility\n 5.4 Encountering Others Through Guided Virtual Museum Tours\n 6 Discussion\n 6.1 Enduring Digital Divides Thwart the Accessibility of Cultural Institutions\n 6.2 The Challenges of Online Socialization\n 7 Conclusions and Limitations\n 7.1 Limitations of Study\n 7.2 How Museum Tours Provide Opportunities for Connections\n 7.3 Experiences of Older Adults\n References\nDesigning an Innovative Intergenerational Educational Program to Bridge the Digital Divide: The Cyber School for Grandparents Initiative\n 1 Introduction\n 1.1 The Digitalisation of Society and the Challenges for Active Ageing Promotion\n 1.2 Intergenerational Connections to Bridge the Digital Divide\n 1.3 An Innovative Intergenerational Educational Program\n 2 Conceptualization and Funding\n 2.1 Previous Experience: The Aging in a Networked Society-Social Experiment Study (ANS-SE)\n 2.2 Preliminary Data: The “Digital Grandparents” Online Survey\n 2.3 Funding: The Crowdfunding Campaign\n 3 Study Design and Implementation\n 3.1 Study Design and Aims\n 3.2 The Training Course\n 3.3 Participants Assessment\n 3.4 Actual Implementation in the School Context\n 4 Conclusions, Limitations and Future Directions\n References\nApplying Asymmetrical VR Collaborative Games to the Enhancement of Peer Collaboration and Oral Communication in Children with Autism\n 1 Introduction\n 1.1 Autism Spectrum Disorders\n 1.2 Promotion of Interaction in Games on Children’s Behavior Development\n 2 Literature Review\n 2.1 Barriers to Peer Cooperative Games and Oral Communication in Children with Autism\n 2.2 Current Status on the Use of VR Technology as a Social Skills Training and Intervention Method for Children with Autism\n 2.3 Deviations and Drawbacks of the Over-Enhancement of VR Technology in the Context of Single Operation and Immersion Effect Intervention\n 2.4 Application of Asymmetric VR Collaborative Games\n 2.5 Advantages of Using Asymmetrical VR Collaborative Games for Training Children with Autism\n 2.6 Summary\n 3 Methodology\n 3.1 Participants\n 3.2 Training Objectives of the Asymmetrical VR Collaborative Game\n 3.3 Field Design and Equipment Configuration of Asymmetric VR Collaborative Game\n 3.4 Implementation of Instruction and Implementation of Games\n 3.5 Evaluation\n 4 Results\n 5 Discussion and Conclusion\n 5.1 Asymmetrical VR Collaborative Games Are Useful for Increasing Opportunities for Cooperative Play and Oral Communication Between Children with Autism and Their Peers\n 5.2 Virtual Characters in Asymmetrical Games Help Children with Autism to Engage in Pretend Play\n 5.3 Future Work\n References\nOlder Women Images and Technologies to Increase Gender Peace in Crisis and COVID-19 Times\n 1 Introduction\n 2 Methods\n 3 Results\n 4 Discussion\n References\nAuthor Index