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Universal Access in Human-Computer Interaction. Aging and Assistive Environments

Overview of attention for book
Cover of 'Universal Access in Human-Computer Interaction. Aging and Assistive Environments'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 MobileQuiz: A Serious Game for Enhancing the Physical and Cognitive Abilities of Older Adults
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    Chapter 2 Does Web Design Matter? Examining Older Adults’ Attention to Cognitive and Affective Illustrations on Cancer-Related Websites through Eye Tracking
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    Chapter 3 Heuristics in Ergonomic Design of Portable Control Devices for the Elderly
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    Chapter 4 Efficiency of a Video and a Tutorial in Teaching Older Adults to Interact with Smartphones
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    Chapter 5 Reassuring the Elderly Regarding the Use of Mobile Devices for Mobility
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    Chapter 6 Towards Mobile Accessibility for Older People: A User Centered Evaluation
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    Chapter 7 Design of a Social Game for Older Users Using Touchscreen Devices and Observations from an Exploratory Study
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    Chapter 8 A Survey and Design Implementation of the Elder’s Outgoing Preference: The Local Bus System
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    Chapter 9 Understanding Independent Living Requirements: A Study of Shanghai Seniors
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    Chapter 10 Investigating the Effects of User Age on Readability
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    Chapter 11 Involving Senior Workers in Crowdsourced Proofreading
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    Chapter 12 Leveraging Web Technologies to Expose Multiple Contemporary Controller Input in Smart TV Rich Internet Applications Utilized in Elderly Assisted Living Environments
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    Chapter 13 Senior User’s Color Cognition and Color Sensitivity Features in Visual Information on Web-Interface
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    Chapter 14 The Analysis and Research of the Smart Phone’s User Interface Based on Chinese Elderly’s Cognitive Character
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    Chapter 15 Ergonomic Principles to Improve the Use of Cognitive Stimulation Systems for the Elderly: A Comparative Study of Two Software Tools
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    Chapter 16 Assessing the Elderly’s Emotional Responses while Interact with Movies Enriched with Additional Multimedia Content
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    Chapter 17 Improving Text-Entry Experience for Older Adults on Tablets
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    Chapter 18 AgeCI: HCI and Age Diversity
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    Chapter 19 Personalized Hand Pose and Gesture Recognition System for the Elderly
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    Chapter 20 Easy Handheld Training: Interactive Self-learning App for Elderly Smartphone Novices
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    Chapter 21 On Clinical, Philosophical, Ethical and Behavioural Concepts for Personalised Insilico Medicine Supporting “Co-production of Health”
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    Chapter 22 Training and Learning in e-Health Using the Gamification Approach: The Trainer Interaction
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    Chapter 23 Challenges When Engaging Diabetic Patients and Their Clinicians in Using E-Health Technologies to Improve Clinical Outcomes
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    Chapter 24 Mobile Healthcare
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    Chapter 25 Recovery Prediction in the Framework of Cloud-Based Rehabilitation Exergame
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    Chapter 26 A Study on Effect of Media Therapy for the Elderly with Dementia to Nursing Care Quality
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    Chapter 27 Neurological Disorders and Publication Abstracts Follow Elements of Social Network Patterns when Indexed Using Ontology Tree-Based Key Term Search
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    Chapter 28 Identifying Mobile Application Design to Enhance the Subjective Wellbeing among Middle-Aged Adults
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    Chapter 29 A Virtual Trainer by Natural User Interface for Cognitive Rehabilitation in Dementia
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    Chapter 30 Encouraging Brain Injury Rehabilitation through Ludic Engagement
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    Chapter 31 A Design-led Research Approach to Contextual Evaluation of Socio-psychological Factors in the Development of Telehealth Devices
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    Chapter 32 Memory Box: A Personalised Multimedia Device for Individuals with Dementia
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    Chapter 33 Haptic AR Dental Simulator Using Z-buffer for Object Deformation
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    Chapter 34 A Dialogue System for Ensuring Safe Rehabilitation
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    Chapter 35 Engagement in Game-Based Rehabilitation for Women with Fibromyalgia Syndrome
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    Chapter 36 Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion
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    Chapter 37 User Experience Considerations for Patient-Centered Handoffs in Surgical Oncology
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    Chapter 38 A Pilot Study in Using a Smart Voice Messaging System to Create a Reflection-in-Caregiving Workshop
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    Chapter 39 Toward a Companion Agent for the Elderly – The Methods to Estimate At-Home and Outside-Home Daily Life Activities of the Elderly Who Live Alone
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    Chapter 40 Age and Age-Related Differences in Internet Usage of Cancer Patients
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    Chapter 41 Digital Technology to Supercharge Patient-Provider Relationships
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    Chapter 42 Universal Access in Human-Computer Interaction. Aging and Assistive Environments
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    Chapter 43 Addressing the Users’ Diversity in Ubiquitous Environments through a Low Cost Architecture
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    Chapter 44 A Comparative Study to Evaluate the Usability of Context-Based Wi-Fi Access Mechanisms
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    Chapter 45 The FOOD Project: Interacting with Distributed Intelligence in the Kitchen Environment
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    Chapter 46 Services and Applications in an Ambient Assisted Living (AAL) Environment
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    Chapter 47 Energy@home: Energy Monitoring in Everyday Life
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    Chapter 48 Integrating Computer Vision Object Recognition with Location Based Services for the Blind
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    Chapter 49 Home Control via Mobile Devices: State of the Art and HCI Challenges under the Perspective of Diversity
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    Chapter 50 Novel Consumer-to-Product Interactions with Context-Aware Embedded Platforms
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    Chapter 51 Activity Recognition in Assistive Environments: The STHENOS Approach
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    Chapter 52 Evaluation of the Human Factor in the Scheduling of Smart Appliances in Smart Grids
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    Chapter 53 Technical Progress in Housing Environment and Its Influence on Performing Household Chores
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    Chapter 54 Shadow Cooking: Situated Guidance for a Fluid Cooking Experience
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    Chapter 55 Smart Houses in Cloud4all: From Simulation to Reality
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    Chapter 56 Building a Recognition Process of Cooking Actions for Smart Kitchen System
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    Chapter 57 Understanding Requirements for Textile Input Devices Individually Tailored Interfaces within Home Environments
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    Chapter 58 Development of a Robot-Based Environment for Training Children with Autism
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    Chapter 59 Data Acquisition towards Defining a Multimodal Interaction Model for Human – Assistive Robot Communication
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    Chapter 60 Combining Finite State Machine and Decision-Making Tools for Adaptable Robot Behavior
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    Chapter 61 Cooperative Semi-autonomous Robotic Network for Search and Rescue Operations
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    Chapter 62 Practical Use of a Remote Movable Avatar Robot with an Immersive Interface for Seniors
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    Chapter 63 Meeting Requirements of Older Users? Robot Prototype Trials in a Home-like Environment
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    Chapter 64 Embodiment in Emotional Learning, Decision Making and Behaviour: The ‘What’ and the ‘How’ of Action
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    Chapter 65 Towards a Multi-modal User Interface for an Affordable Assistive Robot
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    Chapter 66 Advances in Intelligent Mobility Assistance Robot Integrating Multimodal Sensory Processing
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    Chapter 67 Design of a Low-Cost Social Robot: Towards Personalized Human-Robot Interaction
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    Chapter 68 Mobile Navigation through a Science Museum for Users Who Are Blind
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    Chapter 69 Evaluating Tactile-Acoustic Devices for Enhanced Driver Awareness and Safety: An Exploration of Tactile Perception and Response Time to Emergency Vehicle Sirens
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    Chapter 70 TActile Glasses (TAG) for Obstacle Avoidance
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    Chapter 71 Driving Assistance with Conversation Robot for Elderly Drivers
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    Chapter 72 Developing Iconographic Driven Applications for Nonverbal Communication: A Roadside Assistance App for the Deaf
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    Chapter 73 Barriers Survey: A Tool to Support Data Collection for Inclusive Mobility
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    Chapter 74 Place Meaning and the Visually Impaired: The Impact of Sound Parameters on Place Attachment and Identity
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    Chapter 75 A Pedestrian Support System by Presenting Implicit/Explicit Human Information
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    Chapter 76 Virtual Walking Stick: Mobile Application to Assist Visually Impaired People to Walking Safely
Attention for Chapter 31: A Design-led Research Approach to Contextual Evaluation of Socio-psychological Factors in the Development of Telehealth Devices
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  • Good Attention Score compared to outputs of the same age and source (67th percentile)

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Chapter title
A Design-led Research Approach to Contextual Evaluation of Socio-psychological Factors in the Development of Telehealth Devices
Chapter number 31
Book title
Universal Access in Human-Computer Interaction. Aging and Assistive Environments
Published in
Lecture notes in computer science, June 2014
DOI 10.1007/978-3-319-07446-7_31
Book ISBNs
978-3-31-907445-0, 978-3-31-907446-7
Authors

Anna Mieczakowski, James King, Ben Fehnert

Editors

Constantine Stephanidis, Margherita Antona

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 8 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 25%
Researcher 1 13%
Lecturer 1 13%
Student > Doctoral Student 1 13%
Unknown 3 38%
Readers by discipline Count As %
Computer Science 2 25%
Design 2 25%
Psychology 1 13%
Unknown 3 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 27 June 2014.
All research outputs
#13,409,787
of 22,757,541 outputs
Outputs from Lecture notes in computer science
#3,990
of 8,126 outputs
Outputs of similar age
#111,417
of 228,055 outputs
Outputs of similar age from Lecture notes in computer science
#52
of 163 outputs
Altmetric has tracked 22,757,541 research outputs across all sources so far. This one is in the 39th percentile – i.e., 39% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 49th percentile – i.e., 49% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 228,055 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 49th percentile – i.e., 49% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 163 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 67% of its contemporaries.