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Human Aspects of IT for the Aged Population. Healthy and Active Aging

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Cover of 'Human Aspects of IT for the Aged Population. Healthy and Active Aging'

Table of Contents

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    Book Overview
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    Chapter 1 Agent-Based Simulation of Medical Care Processes in Rural Areas with the Aid of Current Data on ICT Usage Readiness Among Elderly Patients
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    Chapter 2 Research on the Standing Movement of the Elderly
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    Chapter 3 Integrating Personal Emergency Response Systems (PERS) into Healthcare Professional Practices: A Scoping Review
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    Chapter 4 Combining Motivating Strategies with Design Concepts for Mobile Apps to Increase Usability for the Elderly and Alzheimer Patients
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    Chapter 5 Defining User Requirements of a eHealth Mobile App for Elderly: The HomeCare4All Project Case Study
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    Chapter 6 Effect of Display Location on Finger Motor Skill Training with Music-Based Gamification
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    Chapter 7 Comparison of Gaze Skills Between Expert and Novice in Elderly Care
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    Chapter 8 Application of Fuzzy Decision Model Selection of Product in Human Factors Design
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    Chapter 9 Research on Smart Care System for Elder Sojourners
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    Chapter 10 A Prototype of Patient Decision Aid for Treating Obstructive Sleep Apnea
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    Chapter 11 The Design of Electronic Tagging and Tracking Solutions to Improve the Safety and Person-Centered Care for People with Dementia
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    Chapter 12 Co-designing Strategies to Provide Telecare Through an Intelligent Assistant for Caregivers of Elderly Individuals
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    Chapter 13 Tablet-Based Comprehensive Cognitive Rehabilitation in Daily Life Using Virtual and Augmented Reality Technology
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    Chapter 14 Technological Care
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    Chapter 15 Active Aging AI Community Care Ecosystem Design
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    Chapter 16 A Study on the Preference of Elderly Diabetic Patients to Blood Glucose Meters
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    Chapter 17 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
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    Chapter 18 “Older and Younger People”: Towards a Cross-Generational Online Peer Support About Cancer. The Example of Glioblastoma on French Digital Platforms
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    Chapter 19 Are Digital Twins Becoming Our Personal (Predictive) Advisors?
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    Chapter 20 Persuasive Design Strategy of Online Health Education for Elderly Adults Based on TAM Model
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    Chapter 21 Supporting Information Recall for Elderly People in Hyper Aged Societies
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    Chapter 22 Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study
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    Chapter 23 Implementing a Digital Wellness Application into Use – Challenges and Solutions Among Aged People
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    Chapter 24 A Study on the Effect of Gamification on Alleviation Anxiety Levels of the Elderly in China
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    Chapter 25 ICF-Based Analysis of Barriers and Facilitators for Smartphone Usage in an App-Supported Training Program for Health and Well-Being of Older Users
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    Chapter 26 The Use of New Information and Communication Technology for Health Information Among Older Icelanders
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    Chapter 27 Chronic Health Problems of Older Workers and Their Occupational Safety: A Meta-Analysis
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    Chapter 28 The Impact of User Diversity on the Acceptance of mHealth for Aftercare - Identifying the User Types ‘Assistance Seekers’ and ‘Privacy Supporters’
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    Chapter 29 Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline
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    Chapter 30 Stealth-Adaptive Exergame Design Framework for Elderly and Rehabilitative Users
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    Chapter 31 Hermes: A Digital Assistant for Coordinating Invisible Work in Family Elderly Caregiving Scenarios
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    Chapter 32 Home as a Platform: Levels of Automation for Connected Home Services
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    Chapter 33 The Influence of Privacy on the Acceptance of Technologies for Assisted Living
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    Chapter 34 Home as Experience: The Challenge and Opportunity of Care Home Design
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    Chapter 35 Towards Lively Surveillance? The Domestication of Companion Robots
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    Chapter 36 Explore the Demands of the Elderly by Integrating QFD and Scenario-Based Design
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    Chapter 37 How to Handle Data Management of Assisting Lifelogging Technologies from a User’s Point of View
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    Chapter 38 Contextual Design of Intergenerational Innovative Service for Aging in Place
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    Chapter 39 Two Faces of Privacy: Legal and Human-Centered Perspectives of Lifelogging Applications in Home Environments
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    Chapter 40 Media, Generations, and the Platform Society
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    Chapter 41 Intergenerational Perspectives on Audiences Studies: From Youth to Senior Representations
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    Chapter 42 Designing an Online Escape Game for Older Adults: The Implications of Playability Testing Sessions with a Variety of Dutch Players
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    Chapter 43 Evaluating Seniors’ Virtual Reality Experience Performed at a Local Community Event in Japan
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    Chapter 44 Computer-Based Foreign Language Learning Programs for the Elderly – A Review Study
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    Chapter 45 Virtual Kayaking: A Local Culture-Based Virtual Reality Paddling Experience
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    Chapter 46 Online Cultural Participation in Italy. The Role of Digital Media Across Generations
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    Chapter 47 Gameful Tale-Telling and Place-Making from Tourists’ Generation to Generation: A Review
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    Chapter 48 Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community
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    Chapter 49 Communicating a Scattered Cultural Urban Event: A Survey on User Needs Across Generations
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    Chapter 50 Acceptance Level of Older Chinese People Towards Video Shooting Games
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Title
Human Aspects of IT for the Aged Population. Healthy and Active Aging
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-50249-2
ISBNs
978-3-03-050248-5, 978-3-03-050249-2
Editors

Qin Gao, Jia Zhou

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