Human Aspects of It for the Aged Population. Healthy and Active Aging: 6th International Conference, Itap 2020, Held as Part of the 22nd Hci Internati » książka
Health and Rehabilitation Technologies.-Agent-based Simulation of Medical Care Processes in Rural Areas with the Aid of Current Data on ICT Usage Readiness Among Elderly Patients.- Research on the Standing Movement of the Elderly.- Integrating Personal Emergency Response Systems (PERS) into Healthcare Professional Practices: A Scoping Review.- Combining Motivating Strategies with Design Concepts for Mobile Apps to Increase Usability for the Elderly and Alzheimer Patients.- Defining User Requirements of a eHealth Mobile App for Elderly: the HomeCare4All Project Case Study.- Effect of Display Location on Finger Motor Skill Training with Music-based Gamification.- Comparison of Gaze Skills between Expert and Novice in Elderly Care.- Application of Fuzzy Decision Model Selection of Product in Human Factors Design.- Research on Smart Care System for Elder Sojourners.- A Prototype of Patient Decision Aid for Treating Obstructive Sleep Apnea.- The Design of Electronic Tagging and Tracking Solutions to Improve the Safety and Person-Centered Care for People with Dementia.- Co-designing Strategies to Provide Telecare through an Intelligent Assistant for Caregivers of Elderly Individuals.- Tablet-based Comprehensive Cognitive Rehabilitation in Daily Life Using Virtual and Augmented Reality Technology.- Technological Care. Health Professionals’ Discourses on Technology in Home-based Services Seen through a Capability Approach.- Active Aging AI Community Care Ecosystem Design.- A Study on the Preference of Elderly Diabetic Patients to Blood Glucose Meters.- Well-being, Persuasion, Health Education and Cognitive Support.- Choice-Based User Interface Design of a Smart Healthy Food Recommender System for Nudging Eating Behavior of Older Adult Patients with Newly Diagnosed Type II diabetes.- "Older and Younger People": Towards a Cross-generational Online Peer Support about Cancer. The Example of Glioblastoma on French Digital Platforms.- Are Digital Twins becoming our Personal (predictive) Advisors? 'Our Digital Mirror of Who We Were, Who We Are and Who We Will Become’.- Persuasive Design Strategy of Online Health Education for Elderly Adults Based on TAM Model.- Supporting Information Recall for Elderly People in Hyper Aged Societies.- Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study.- Implementing a Digital Wellness Application into Use – Challenges and Solutions among Aged People.- A study on the effect of Gamification on alleviation anxiety levels of the elderly in China.- ICF-based Analysis of Barriers and Facilitators for Smartphone Usage in an App-supported Training Program for Health and Well-Being of Older Users.- The Use of New Information and Communication Technology for Health Information among Older Icelanders´.- Chronic Health Problems of Older Workers and Their Occupational Safety: A meta-analysis.- The Impact of User Diversity on the Acceptance of mHealth for Aftercare - Identifying the User Types ‘Assistance Seekers’ and ‘Privacy Supporters’.- Create Video Games to Promote Well-being of Elderly People – a Practice-Driven Guideline.- Stealth-Adaptive Exergame Design Framework for Elderly and Rehabilitative Users.- Aging in Place.- Hermes: A Digital Assistant for Coordinating Invisible Work in Family Elderly Caregiving Scenarios.- Home as a Platform: Levels of Automation for Connected Home Services.- The Influence of Privacy on the Acceptance of Technologies for Assisted Living.- Home as Experience: The Challenge and Opportunity of Care Home Design.- Towards lively surveillance? The domestication of companion robots.- Explore the Demands of the Elderly by Integrating QFD and Scenario-Based Design.- How to handle data management of assisting lifelogging technologies from a user’s point of view.- Cultural and Entertainment Experiences for Older Adults.- Media, Generations, and the Platform Society.- Intergenerational Perspectives on Audiences Studies: From Youth to Senior Representations.- Designing an Online Escape Game for Older Adults: The Implications of Playability Testing Sessions with a Variety of Dutch Players.- Evaluating Seniors' Virtual Reality Experience Performed at a Local Community Event in Japan.- Computer-Based Foreign Language Learning Programs for the Elderly – A Review Study.- Acceptance Level of Older Chinese People towards Video Shooting Games.