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Titlebook: Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities; 7th International Co Qin Gao,Jia Zhou Conference proceedi

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31#
發(fā)表于 2025-3-27 00:09:12 | 只看該作者
Designing a Dementia-Informed, Accessible, Co-located Gaming Platform for Diverse Older Adults with tia (OAD) and their carers in social engagement and play. Our prototyped gaming platform, created with OAD stakeholders and carers aims to decrease loneliness and despair experienced by OAD and carers during the COVID-19 pandemic, by increasing opportunities for intergenerational family engagement.
32#
發(fā)表于 2025-3-27 03:02:05 | 只看該作者
33#
發(fā)表于 2025-3-27 05:40:47 | 只看該作者
MEMORIDE: An Exergame Combined with Working Memory Training to Motivate Elderly with Mild Cognitive cally. Working memory training is an intervention method that has been widely used in clinical treatment. However, memory decline, decreased physical function and psychological resistance to the training prevent seniors from gaining an ideal training outcome. Researchers use gamification methods to
34#
發(fā)表于 2025-3-27 12:47:23 | 只看該作者
Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Playerslitation and, more recently, digital games, which have played a key role in the general well-being. However, the aging process embodies multiple-facets that determine the level of self-dependency on economic, social, cultural, physical, personal, behavioral and health services (WHO, 1998). Thus, thi
35#
發(fā)表于 2025-3-27 17:32:41 | 只看該作者
Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposalare becoming better consumers of tourism products, leading to the need to meet their context, demands, and preferences while avoiding overtourism. Although a boom is observed in this field, there is a lack of information and products that address cyclotourism, senior tourism and its impact on citize
36#
發(fā)表于 2025-3-27 20:50:29 | 只看該作者
A Goal Oriented Storytelling Model for Improvement of Health Game Experiences Among Older Adultsgame experiences. In GSM, coaching is presented as an approach that helps older adults with low prior experience with digital technology to nevertheless enjoy digital health games and the benefits they provide. Propp’s theory in storytelling is used to structure while persuasion, goal setting and fa
37#
發(fā)表于 2025-3-27 23:33:29 | 只看該作者
38#
發(fā)表于 2025-3-28 05:50:19 | 只看該作者
39#
發(fā)表于 2025-3-28 08:24:44 | 只看該作者
Gamification Design of Health Apps for the Elderly Based on the Kano Model and Conjoint Analysis Metr troubles, e.g., mistake touch and unreasonable interface design. It would be useful to consider gamification design when developing health apps for the elderly. Therefore, the preference of old people for the gamification function in health apps were studied. In this paper, the functional attribut
40#
發(fā)表于 2025-3-28 14:10:02 | 只看該作者
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