LEADER 11276nam 2200517 450 001 9910488726403321 005 20220326103614.0 010 $a3-030-78111-9 035 $a(CKB)5590000000523712 035 $a(MiAaPQ)EBC6668434 035 $a(Au-PeEL)EBL6668434 035 $a(OCoLC)1259423297 035 $a(PPN)257358463 035 $a(EXLCZ)995590000000523712 100 $a20220326d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aHuman aspects of IT for the aged population$hPart II $esupporting everyday life activities : 7th International Conference, ITAP 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, proceedings /$fQin Gao, Jia Zhou (editors) 210 1$aCham, Switzerland :$cSpringer,$d[2021] 210 4$d©2021 215 $a1 online resource (515 pages) 225 1 $aLecture notes in computer science ;$v12787 311 $a3-030-78110-0 320 $aIncludes bibliographical references and index. 327 $aIntro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Contents - Part I -- Aging: Games and Leisure Activities -- The Belief in Health Benefits of Digital Play Modulates Physiological Responses to Games: A Repeated-Measures Quantitative Study of Game Stress in Older Adults Playing Different Game Genres -- 1 Introduction -- 2 Materials and Methods -- 2.1 Experimental Design and Data Collection -- 2.2 Statistical Analyses -- 3 Results -- 3.1 Demographic and Psychometric Characteristics of Participants with Respect to PA -- 3.2 The Relation Between PA of Health Benefits of Play and "Stress" Variables -- 3.3 The Relation Between Final SA of Desire to Re-play and "Stress" Variables -- 3.4 Predicting the Desire to Replay from Reflective and Reflexive, and Personal Variables -- 4 Discussion -- 4.1 Principle Findings -- 4.2 Implications for Digital Health Game Design -- 5 Conclusions, Limitations and Future Work -- References -- Designing a Somatosensory Interactive Game of Lower Extremity Muscle Rehabilitation for the Elderly -- 1 Introduction -- 2 Literature Review -- 2.1 Global Status -- 2.2 Degenerative Arthritis (DA) -- 2.3 SG and Muscle Strength Rehabilitation of Lower Limbs -- 3 Experimental Methodology -- 3.1 Game Flow Design -- 3.2 Usability for Elderly Persons -- 4 Results -- 4.1 Quantitative Analysis (Questionnaire Data) -- 4.2 Qualitative Analysis -- 5 Conclusion -- 5.1 Operational Interface -- 5.2 Software -- 5.3 Hardware -- References -- Tangible Chess for Dementia Patients - Playing with Conductive 3D Printed Figures on a Touchscreen -- 1 Introduction -- 2 Related Work -- 2.1 Flow Zone Model -- 2.2 Difficulty Level -- 2.3 Positive and Immediate Feedback -- 2.4 Assistance -- 2.5 Natural User Interface -- 3 Early Prototype -- 3.1 Pilot User Study -- 4 Advanced Prototype. 327 $a4.1 Chess Variant Analysis and Selection -- 4.2 Physical 3D Printed Chess Pieces -- 4.3 User Interface -- 4.4 Game Modes -- 5 Future Work -- 5.1 Game Modifications -- 5.2 Physical Pieces -- 5.3 Evaluation -- 6 Conclusion -- References -- Designing a Dementia-Informed, Accessible, Co-located Gaming Platform for Diverse Older Adults with Dementia, Family and Carers -- 1 Introduction -- 2 The Challenge to Support Older Adults with Dementia and Their Carers -- 3 The Promises of Digital Health, Activity and Gaming Technologies for OAD -- 4 Incorporating OAD in Technology Design -- 5 Pivoting with COVID-19: Best Practices for Remote Research with Diverse Older Adults -- 6 ABLE.Family: Intergenerational Gaming for Older Adults with Dementia and Carers -- 7 Fortifying an OAD-Friendly Human-Centered Design Approach -- 8 Pivoting from ABLE Music to ABLE.Family's Web-based Platform -- 9 A Disability and Crip-Informed Research Approach -- 10 Dementia, Crip and Accessibility-Informed, Intergenerational Game Design -- 11 Detailed Interface Review -- 12 Planning Future Iterations: Music, Matching and Dementia-Informed Movement Games -- 13 Future Machine Learning Approaches to Gesture and Game Design -- 14 Conclusion and the ABLE.Family Future -- References -- NEONEO Balance Ball: Designing an Intergenerational Interaction Exergame for In-home Balance Training -- 1 Introduction -- 2 Related Work -- 2.1 Balance Training Exergame for Older Adults -- 2.2 Intergenerational Communication Game -- 3 Prototype -- 3.1 Design Concept -- 3.2 Implementation -- 4 Experimental Design -- 4.1 Participants -- 4.2 Setup -- 4.3 Measurement -- 4.4 Procedure -- 5 Discussion and Conclusion -- References -- MEMORIDE: An Exergame Combined with Working Memory Training to Motivate Elderly with Mild Cognitive Impairment to Actively Participate in Rehabilitation -- 1 Introduction. 327 $a2 Related Works -- 3 Materials and Methods -- 3.1 User Research on Game Content -- 3.2 Exergame Design: MEMORIDE -- 3.3 Usability Evaluation -- 4 Results and Discussion -- 4.1 Interview Findings -- 5 Conclusion -- References -- Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players -- 1 Introduction -- 2 Methodology -- 2.1 Research Methodology -- 2.2 Data Collection Instruments -- 2.3 Ethical Issues -- 2.4 Participants -- 2.5 Procedure -- 3 Results -- 3.1 Characterization of Participants -- 3.2 Quantitative Analysis -- 3.3 Qualitative Analysis -- 4 Final Discussions and Considerations -- References -- Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal -- 1 Introduction -- 2 Convergence Culture and Tourism -- 3 Senior Citizens and Cyclotourism -- 4 Participatory Culture and Transmedia: Adaptation and Replication -- 4.1 Proposal for Senior Cyclotourism -- 5 Final Considerations -- References -- A Goal Oriented Storytelling Model for Improvement of Health Game Experiences Among Older Adults -- 1 Introduction -- 1.1 Research Motivation -- 1.2 Research Problem: Age-Related Factors Forming Digital Barriers -- 1.3 Research Question: How Do We Shape a Positive Health Game Experience for Older Adults? -- 2 Components of the GSM Coaching Model -- 2.1 Familiarity -- 2.2 Goal Setting -- 2.3 Persuasion -- 2.4 Storytelling -- 2.5 Summary of the GSM -- 3 Phenomenological Study on the Health Game Experience Under GSM-Driven Coaching -- 3.1 Study Participants and Procedure -- 3.2 Phenomenological Approach to Evaluate the GSM -- 3.3 Results and Findings -- 3.4 Summary -- 4 Conclusion -- References -- A Brief Study on Excessive Online Game Playing Among Older Adults -- 1 Introduction -- 2 Literature Review -- 2.1 Excessive Game Playing -- 2.2 Motivations for Game Playing by the Elderly -- 3 Method. 327 $a3.1 Procedure -- 3.2 Measurements -- 3.3 Semi-structured Interview -- 4 Results -- 4.1 Game Experiences -- 4.2 Typical Excessive Game Playing Behaviors for Older Adults -- 4.3 Guidelines for Preventing Excessive Game Playing for Older Adults -- 5 Conclusions -- References -- ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 1 Introduction -- 2 Related Works of Photo Managing Tools for the Elderly -- 3 Requirements Gathering -- 4 ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 4.1 Organizing Structure -- 4.2 Seeking Paths -- 4.3 Sharing -- 4.4 Treatments of Special Photo Types -- 5 Evaluation -- 5.1 Method -- 5.2 Results -- 6 Discussion and Conclusion -- References -- Gamification Design of Health Apps for the Elderly Based on the Kano Model and Conjoint Analysis Method -- 1 Introduction -- 2 Methods -- 2.1 Confirming Attributes -- 2.2 Confirming Attribute Levels -- 2.3 Orthogonal Design -- 2.4 Questionnaire Design and Collection of Data -- 3 Results -- 3.1 Descriptive Analysis -- 3.2 Utility Value and Attribute Relative Importance Analysis -- 4 Discussion and Suggestion -- 4.1 Discussions -- 4.2 Suggestions -- 4.3 Conclusions -- References -- Supporting Health and Wellbeing -- DemSelf, A Mobile App for Self-administered Touch-Based Cognitive Screening: Participatory Design with Stakeholders -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Participants -- 3.2 Procedure -- 3.3 Apparatus -- 4 Results -- 4.1 Usability -- 4.2 Adaption -- 4.3 Acceptance -- 5 Discussion -- 6 Conclusion -- References -- A Compact Automated Tablet Dispensing & -- Packaging System for Community Healthcare Facilities to Provide Unit Dose Repackaging Service -- 1 Introduction -- 2 Investigation and Analysis -- 2.1 Related Works -- 2.2 User Interview -- 3 Design and Implementation -- 3.1 Design Concept -- 3.2 System Implementation. 327 $a4 Usability Test -- 4.1 Performance Test -- 4.2 User Test in Lab -- 5 Discussion -- References -- A Conceptual Design and Research of Automatic Blood Sampling Device -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process -- 3.1 User Journey Map -- 3.2 Human Body Data -- 3.3 Material Selection -- 4 Evaluation of Design -- 5 Conclusion -- References -- Visualizing Wellness: The Myant Skiin System Connected Life App -- 1 Introduction -- 2 Related Work -- 2.1 Wellness and mHealth Applications, Family Informatics -- 2.2 IT and Design for Older Users -- 3 Methodology -- 3.1 Process Overview -- 3.2 Visualization Interface Design Approach -- 4 Prototypes -- 5 Usability/Usefulness Testing Process -- 6 Overall Findings, Conclusion, and Next Steps -- 6.1 Usability Outcomes -- 6.2 Conclusions -- 6.3 Next Steps -- References -- Cognitive, Mental and Social Benefits of Online Non-native Language Programs for Healthy Older People -- 1 Introduction -- 2 Methods -- 3 Findings and Discussion -- 4 Conclusion -- References -- A Human-Machine Interaction Solution for Household Medical Furniture Design -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process and Program Output -- 4 Performance Analysis -- 5 Conclusion -- References -- System Architecture and User Interface Design for a Human-Machine Interaction System for Dementia Intervention -- 1 Introduction -- 2 System Design -- 2.1 Architecture -- 2.2 Task Design -- 2.3 Wand Design -- 2.4 State Machine -- 2.5 Communication Layer -- 3 Testing -- 4 Results and Discussion -- 4.1 System Testing Results -- 4.2 Usability Results -- 4.3 Post Questionnaire Results -- 5 Conclusion -- References -- LifeSenior - A Health Monitoring IoT System Based on Deep Learning Architecture -- 1 Introduction -- 2 System Architecture -- 2.1 Wearable Device. 327 $a2.2 Sigfox Network and Backend. 410 0$aLNCS sublibrary.$nSL 3,$pInformation systems and applications, incl. Internet/Web, and HCI ;$v12787. 606 $aComputers and older people 615 0$aComputers and older people. 676 $a004.0846 702 $aGao$b Qin$c(Associate professor), 702 $aZhou$b Jia$c(Assistant professor), 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910488726403321 996 $aHuman aspects of IT for the aged population$92814720 997 $aUNINA