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version: Gao, Qin Human Aspects of IT for the Aged Population Cham : Springer International Publishing AG,c2024 9783031615450 327 $aIntro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 10th International Conference on Human Aspects of IT for the Aged Population (ITAP 2024) -- HCI International 2025 Conference -- Contents - Part II -- Contents - Part I -- Healthy Aging -- Exploring User Preferences and Acceptance of Digital Art Therapy Among Older Chinese Adults with Mild Cognitive Impairment -- 1 Introduction -- 2 Literature Review -- 2.1 Intervention Effects of Art Therapy -- 2.2 Development of Digital Art Therapy -- 2.3 Technology Acceptance Model -- 3 Methodology -- 3.1 Participants -- 3.2 Interview Design -- 3.3 Data Collection and Analysis -- 4 Results -- 4.1 Experiences and Perceptions of Art Therapy Activities -- 4.2 Needs and Expectations for Digital Art Therapy -- 4.3 Acceptance of Digital Art Therapy -- 5 Discussion and Conclusion -- References -- An Exploration of Engagement and Collaboration Between Healthcare Professionals and Older Adults with Multimorbidity Using a Digital Health Platform -- 1 Introduction -- 1.1 The ProACT Digital Health Platform -- 2 Methods -- 2.1 Participant Recruitment -- 2.2 Procedures -- 2.3 Data Collection and Analysis -- 3 Findings -- 3.1 Participants -- 3.2 Objective Engagement with the Platform -- 3.3 Themes -- 4 Discussion -- 5 Conclusion -- References -- Research on Older Adults' Interaction with E-Health Interface Based on Explainable Artificial Intelligence -- 1 Introduction -- 2 Literature Review -- 2.1 Older Adults and E-Health Digital Interface -- 2.2 Explainable Artificial Intelligence Background -- 3 Methodology -- 3.1 Data Collection -- 3.2 Explainable Artificial Intelligence Methods -- 4 Research Process -- 5 Results -- 6 Conclusion -- References. 327 $aDevelopment of a Model for Estimating Cognitive Function in the Elderly Using EEG and Heart Rate Variability -- 1 Introduction -- 1.1 Background -- 1.2 Related Research and Issues -- 2 Purpose and Proposal -- 3 Experiment -- 3.1 Acquisition of Biological Indexes -- 3.2 Measurement of Cognitive Function -- 3.3 Experimental Procedures -- 3.4 Results of Neuropsychological Examination -- 4 Machine Learning Model Construction -- 4.1 Feature Selection -- 4.2 Model Building -- 5 Conclusion -- References -- Attitudes and Use of Health Information and Communication Technology Among Older Adults' in Iceland - Changes from 2019 to 2022 -- 1 Introduction -- 1.1 Aim and Research Questions -- 2 Methods -- 2.1 Data Collection -- 2.2 Measurements and Data Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion, Limitations and Policy Implications -- References -- Family Care Partner Perceptions of a Social Assistive Robot to Support Connectedness and Health Behaviors in Assisted Living -- 1 Introduction -- 1.1 Literature Review -- 1.2 Goals of Research -- 2 Method -- 2.1 Participants -- 2.2 Social Assistive Robot (SAR) System -- 2.3 SAR and SARv Video Demonstrations -- 2.4 Procedure -- 3 Results -- 3.1 Qualitative Content Analysis Strategy -- 3.2 User Attitudes -- 3.3 Perceived Benefits -- 3.4 Perceived Concerns -- 3.5 Recommendations -- 4 Discussion -- 4.1 Benefits of SAR for Social and Cognitive Engagement -- 4.2 Concerns of SAR for Social and Cognitive Engagement -- 4.3 Recommendations of SAR for Social and Cognitive Engagement -- 4.4 Methodological Strengths, Caveats, and Recommendations for Future Research -- 5 Conclusion -- References -- Technology for Prolonged Independent Life - A Pilot Study -- 1 Introduction -- 2 Method -- 3 Results -- 3.1 Overarching Comprehensive Summary -- 3.2 Evaluation of HWT -- 3.3 Visions and Expectations on Future HWT. 327 $a3.4 Collaboration Between Stakeholders -- 3.5 Expectations on Prolonged Independence -- 3.6 Information Design and Adaptation to User Needs -- 4 Discussion -- 5 Conclusions -- References -- Exergames as Synchronous Collaborative Remote Training in Older Adults with Hypertension: A Mixed Methods Pilot Study -- 1 Introduction -- 2 Methods -- 2.1 Procedure -- 2.2 Materials -- 2.3 Data Analysis -- 3 Results -- 3.1 Participants -- 3.2 Heartrate Polar M600 -- 3.3 SUS -- 3.4 PACES -- 3.5 Qualitative Results -- 4 Discussion -- 4.1 Limitations -- 5 Conclusion -- References -- Iterative Co-design of an Activity-Planning Mobile App for People Living with Early-Stage Dementia -- 1 Introduction -- 1.1 Requirements Gathering Phase -- 2 Methods -- 2.1 Co-design -- 3 Results -- 3.1 Dyad Co-design - Preferences and Capabilities -- 3.2 OT Co-design - Content Development -- 3.3 Interface Design -- 4 Discussion -- References -- Supporting Mobility and Leisure -- Designing Autonomous Vehicle Interactions for a Super-Aged Society: A Formative Study -- 1 Introduction -- 2 Background -- 2.1 Aging and Transportation: A General View -- 2.2 Transportation in a Super-Aged Society: Taiwan -- 2.3 Autonomous Vehicles for the Aging Population -- 3 Methods -- 3.1 Overview -- 3.2 Participant Recruitment -- 3.3 Interview Structure -- 4 Results -- 4.1 Participants and Interview Locations -- 4.2 Thematic Analysis -- 4.3 Themes from Part A (Understanding Current Mobility Challenges) -- 4.4 Themes from Part B (Imagining AV Opportunities and Challenges) -- 5 Discussion -- 5.1 Attitudinal Paradox -- 5.2 Reflecting on Contextual Inquiry -- 6 Design Recommendations for Autonomous Transportation in a Super-Aged Society -- 6.1 Incorporate Social Interactions in User Research -- 6.2 Support Mixed-Mode Travels -- 6.3 Autonomous Parking -- 6.4 Space Customizability and Shape Transformability. 327 $a6.5 User Experience for an Ecosystem of Connectedness -- 6.6 Increase and Improve Regulations -- 7 Conclusion -- References -- An Exploration on Creative Approach of Animated Short Films Using Traditional Crafts as Media by Expert Analysis Method -- 1 Research Background -- 2 Literature Review -- 2.1 Traditional Crafts and Animation Interpretation -- 2.2 Narrative Structure and Formal Techniques of Animation -- 3 Research Method -- 3.1 Screening Principles of Respondents -- 3.2 Animation Research Samples -- 4 Research Results and Analysis -- 4.1 Narrative Structure: Script, Role, and Dubbing -- 4.2 Animation Narrative Structure: Camera Moves, Transitions, and Incidental Music -- 5 Conclusions -- 5.1 On Animation Narrative Structure: -- 5.2 On Formal Techniques of Animation: -- References -- A Study on the Contemporary Arts and Crafts Design in Taiwan Based on the Aesthetics Perspectives of the Book of Changes -- 1 Introduction -- 2 Literature Review -- 2.1 The Craft Aesthetics of the Book of Changes -- 3 Methodology -- 3.1 Confirmation on the Definition of the Aesthetic Perspectives of the Book of Changes -- 4 Analyzing the Crafts of the Yii Project from the Aesthetic Perspective of the Book of Changes -- 4.1 Harmonization of Yin and Yang -- 4.2 Chi and the Changes of Times -- 4.3 Enacting Emblematic Symbols, Conveying Ideas -- 4.4 State of Satisfaction -- 5 Conclusion -- References -- A Case of Designing a Game to Support Older Adults in a Community Setting: Implications for Supporting Active Togetherness -- 1 Introduction -- 2 Related Work -- 2.1 The Role of Community Centers for Supporting Seniors -- 2.2 Games for Improving Seniors' Social and Physical Activity -- 3 Overview of Study Methods and Partner Site -- 4 Observations and Interviews -- 4.1 Observation Procedures -- 4.2 Interview Procedures -- 4.3 Data Analysis. 327 $a5 Observations and Interview Findings -- 5.1 Current Engagement in Physical and Social Activities -- 5.2 The Center's Role in Fostering Social Support -- 6 Game and Piloting: Supporting Active Togetherness -- 6.1 Test Play and Initial Feedback -- 7 Implications for Designing for Active Togetherness in Community Settings -- 7.1 Leveraging Common Interests -- 7.2 Designing for Inclusion -- 7.3 Hybrid for Supporting Diverse Technical Skills and Access -- 8 Limitations and Conclusion -- References -- Leveraging Curiosity to Care for an Aging Population -- 1 Introduction: The Silver Tsunami -- 2 Research: A Four-Phase Approach to Understanding Driving -- 2.1 Phase 1. Initial Research: Driving Assessment -- 2.2 Phase 2. Quantitative Study -- 2.3 Phase 3. Initial Prototypes -- 2.4 Phase 4. Kiosk Study and App Refinement -- 3 Prototype and Design -- 3.1 Invitations -- 3.2 Knowledge Invitation: How Has the Vehicle Assisted the Driver? -- 3.3 Ability Invitation: How Has the Driver Improved over Time? -- 3.4 Capability Invitation: How Can the Vehicle Display Relevant Features? -- 3.5 Responses and Rewards -- 4 Discussion and Conclusion -- References -- Towards a New (Old) Generation of Cyclotourists: Implementing an Improved Concept of Jizo Brand -- 1 Introduction -- 2 Gen from Jizo: A Senior-Centric Gamified Cyclotourism App -- 2.1 Prototyping the App, Website and Smartwatch Interfaces -- 2.2 Implementation -- 3 Concept Evaluation and User Study -- 3.1 Procedures -- 3.2 Ethical Considerations -- 4 Results and Discussion -- 5 Conclusion -- References -- Poptoys: Playing and Tradition to Promote Intergenerational Experiences Through a Digital App -- 1 Playing and Tradition to Promote Intergenerational Experiences -- 2 Bridging Generational Gaps Through Educational Intergenerational Digital Experiences -- 3 Methodology -- 3.1 Analysis and Specification Phase. 327 $a3.2 Prototyping. 330 $aThis two-volume set LNCS 14725-14726 constitutes the thoroughly refereed proceedings of the 10th International Conference on Human Aspects of IT for the Aged Population (ITAP 2024), held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024 (HCII 2024), was held as a hybrid event in Washington DC, USA, during June/July 2024. The total of 1271 papers and 309 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 5108 submissions. The ITAP 2024 conference offers a broad range of relevant disciplines and domains to exchange 1) research contributions on older people's abilities and competencies, needs and requirements, and attitudes and behavioral patterns in relation to IT use; 2) innovative ideas, practices, and experiences related to the design, operation, and evaluation of IT applications, systems, and services for older people. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14726 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aUser Interfaces and Human Computer Interaction 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 14$aUser Interfaces and Human Computer Interaction. 676 $a5,437 676 $a4,019 700 $aLiqing$01859491 701 $aZhou$b Jia$01373004 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910865252003321 996 $aHuman Aspects of IT for the Aged Population$94463330 997 $aUNINA