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: Lecture Notes in Computer Science, cartea 10298
Editat de Jia Zhou, Gavriel Salvendyen Limba Engleză Paperback – 15 mai 2017
HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process.
The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows:
Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training.
Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
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Specificații
ISBN-13: 9783319585352
ISBN-10: 3319585355
Pagini: 583
Ilustrații: XXIV, 583 p. 178 illus.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.84 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3319585355
Pagini: 583
Ilustrații: XXIV, 583 p. 178 illus.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.84 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
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.
Caracteristici
Includes supplementary material: sn.pub/extras