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Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices.Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs.Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored.This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment.
This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the quantified self in relation to an ageing population. From multi-disciplinary perspectives, this collection highlights the role of a more social approach to technology. As such, a variety of social research methods are used throughout the chapters. The benefits and issues with different approaches are highlighted both in terms of further research, but also so the reader can judge the value of the research for themselves. This collection brings together the latest thinking and cutting edge contemporary research from leading thinkers and academics in the field of human computer interaction, health and gerontology. In taking a social approach, it highlights how technological practices fit within wider gerontological, political and cultural perspectives. It therefore has potential to influence those working in human computer interaction, digital humanities, sociology, psychology and gerontology. It can help change the practice of people working in the health and social care field, in computer and product design, and in the digital and creative industries.
Increased life expectancy and the ageing of the population have been the subject of attention in Western countries, and particularly in Europe, for some years now. The challenge of 'squaring the circle' between ends and means – as well as between personal aspirations and systemic constraints – in health and social care continues to be a major concern for policymakers and all those involved in the delivery of services. This book, Active Ageing and Healthy Living: A Human Centered Approach in Research and Innovation as Source of Quality of Life, presents the results of a number of research projects from the Università Cattolica del Sacro Cuore - the largest private university in Italy and in Europe - with a strong commitment to the areas of medicine and health sciences, economics, business, international relations, political science, psychology and communications. Visions and research directions for the future are also presented and discussed. The introduction to the book addresses the challenges posed by an increasingly ageing population and the way in which multidisciplinary research can contribute to positive outcomes. The remainder of the book is divided into two sections. The first proposes promising research directions for future focus, and includes papers on demographic change; frailty in the elderly; the role of diet in healthy ageing; active ageing; and positive technology. The second section deals with recent developments in research into active ageing and healthy living (AA&HL). It addresses numerous topics, including: mechanisms to shift the balance from unhealthy to healthy ageing; nutrition; the role of ICTs for older people; work, retirement and health; and empowering skills for AA&HL.
This book brings together Sociologists, Computer Scientists, Applied Scientists and Engineers to explore the design, implementation and evaluation of emerging technologies for older people. It offers an innovative and comprehensive overview, not only of the rapidly developing suite of current digital technologies and platforms, but also of perennial theoretical, methodological and ethical issues. As such, it offers support for researchers and professionals who are seeking to understand and/or promote technology use among older adults. The contributions presented here offer theoretical and methodological frameworks for understanding age-based digital inequalities, participation, digital design and socio-gerontechnology. They include ethical and practical reflections on the design and evaluation of emerging technologies for older people, as well as guidelines for ethical, participatory, professional and cross-disciplinary research and practice. In addition, they feature state-of-the-art, international empirical research on communication technologies, games, assistive technology and social media. As the first truly multidisciplinary book on technology use among ageing demographics, and intended for students, researchers, applied researchers, practitioners and professionals in a variety of fields, it will provide these readers with insights, guidelines and paradigms for practice that transcend specific technologies, and lay the groundwork for future research and new directions in innovation.
This book will serve to raise awareness of ways of healthy ageing that are facilitated by different forms of, and approaches to, physical activity, exercise and recreation. It presents a collection of studies focusing on the effectiveness of different methods that promote an active lifestyle among communities and older people in general. The contributions draw upon qualitative and quantitative paradigms that have ‘active ageing’ at the core of their investigations. The book imparts knowledge about recent advances in physical activity, recreation and wellbeing initiatives that will benefit the academic community and the wider public. It will also dispel myths about ageing and physical activity, ‘trouble’ popular notions of ageing, and present different intervention strategies and approaches that will serve to improve older peoples’ lives and develop an understanding of active and healthy ageing. Examples are drawn from both global and local perspectives, walking initiatives, exercise classes for the over 50s, a ‘dancing the tango for the D/deaf’ project, an inter-generational dance project, ‘Movers and Shakers’ exercise intervention studies, and yoga/swimming and windsurfing case studies.
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 59 late breaking papers presented in this volume address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.
The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Informatics is rapidly changing and becoming more and more connected to a number of human and social science disciplines. Human–computer interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. In this WCC edition it was interesting and useful to have again a Symposium on Human–Computer Interaction in order to p- sent and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the app- cation domain. We are all aware that too many users of current technology often feel frustrated because computer systems are not compatible with their abilities and needs in existing work practices. As designers of tomorrow’s technology, we have the - sponsibility of creating computer artifacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying expe- ences with information and communications technologies.
In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.
Digital developments have resulted in many changes in the way healthcare is conceived and delivered. This has brought challenges, but has also created opportunities to shape healthcare, and has made the management and evaluation of systems and innovations, together with the education of healthcare practitioners, essential at all levels. This book presents the proceedings of HIC 2019, the annual Australian national conference for Health Informatics, held in Melbourne, Australia, from 12 – 14 August 2019. The conference provides the ideal environment for clinicians, researchers, health IT professionals, industry and consumers to gather and share their knowledge, to drive innovative thinking, enhance services, improve data-driven decision making, and allow greater consumer involvement. The conference focused on ten themes that underpin a fully digital healthcare sector: analytics and the learning health system; clinical informatics; digital health workforce development; health policy, ethics and business models; informatics in health professional education; innovations, informaticians and digital health entrepreneurship; integrated and connected care; interoperability and informatics infrastructure; participatory medicine and consumer informatics; and system implementations and digital hospitals. The 29 papers selected for inclusion here reflect these themes, highlighting the research and technological innovations that are supporting the digital transformation of the healthcare sector. The book includes examples of important new developments in the field of health informatics, and emphasizes the central role that digital health plays in current and future healthcare organizations everywhere. It will be of interest to all those involved in the field of healthcare.
Disorder and order are among the principles through which the articles in this issue are connected. Peter Jan Margry grasps the exuberant excesses surrounding the Dutch monarch’s birthday with the term “mobocracy” and sees in the suspension of rules a means to reconcile Dutch republicanism with the anachronism of a monarchical system. Ongoing disorder of a rather different nature is experienced by migrant workers from Poland in Denmark. Niels Jul Nielsen and Marie Sandberg accompany them at work and in their different home settings and analyse the divergent interplay of the Polish labour niche and family dynamics on different constructions of “orderly work conditions”. Stefan Groth uncovers the structuring power of new tools and events to measure performance in recreational cycling; competitive norms are shown to permeate a leisure activity. Old age, too, is not free from the structuring arm of social and health regimes. Through his analysis of billiards – a game favoured by the older men he studies – Aske Juul Lassen critiques aging policies striving to “activate” the elderly and overlooking the rhythms inherent to a traditional game – and activity. The issue concludes with Tuuli Lähdesmäki’s comparison of how local heritage actors choose to narrate the transnationally launched European Heritage Label. Within an initiative to foster Europeanization, she finds actors formulating European identities in different moulds.