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The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
This book is rooted in co-design and co-production, taking an interdisciplinary lens and expertise from academia, industry, and stakeholder organisations to examine contemporary issues and to deliver a manifesto for technology innovation, application, and transgenerational living experiences for the 21st century.
This book contains the research contributions presented at the 14th International Conference on Computing and Information Technology (IC2IT 2018) organised by King Mongkut’s University of Technology North Bangkok and its partners, and held in the northern Thai city of Chiang Mai in July 2018. Traditionally, IC2IT 2018 provides a forum for exchange on the state of the art and on expected future developments in its field. Correspondingly, this book contains chapters on topics in data mining, machine learning, natural language processing, image processing, networks and security, software engineering and information technology. With them, the editors want to foster inspiring discussions among colleagues, not only during the conference. It is also intended to contribute to a deeper understanding of the underlying problems as needed to solve them in complex environments and, beneficial for this purpose, to encourage interdisciplinary cooperation.
This book constitutes the proceedings of the 4th International Conference onHuman Aspects of IT for the Aged Population, ITAP 2018, held as part of the 20th International Conference, HCI International 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. ITAP 2018 includes a total of 84 papers. They were organized in topical sections as follows: Part I: aging and technology acceptance; aging and interaction; intergenerational communication and social participation. Part II: health care technologies and services for the elderly; intelligent environments for aging; and games and entertainment for the elderly.
Theorize the technification of later life. Critically discuss and assess the state of the art of research on the digitization of later life. Provide ground-breaking interdisciplinary scholarship in STS and Age Studies that will carry both fields forward. Highlight and demonstrate the importance of reflexive social science insights for innovation policies and design related to old age. Deliver a formative volume as reference for future studies in Socio-gerontechnology in STS and various ageing disciplines.
Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.
This landmark resource investigates and documents current and predicted trends regarding the experiences of grandparents in the United States and abroad. Edited by two of the foremost scholars and educators on the health and wellbeing of grandparents raising their grandchildren, it reflects the enormous changes in the roles of grandparents during the last several decades and explores the historical and social context in which these changes have occurred. With contributions from internationally recognized scholars in family studies, gerontology, human development, psychology, social work, and sociology, this interdisciplinary resource examines the roles of grandparents from multiple perspectives including the cultural/historical, developmental, ecological, and cross cultural, as well as from a clinical/family systems perspective. It reflects the redefinition of the role of grandparents over the past 20 years, mirroring societal shifts in greater longevity and life expectancy, and a greater awareness that grandparenting cannot be viewed in a sociocultural vacuum. Scholars, clinicians, and educators of adult development and aging, will find a wealth of critical information in their fields of endeavor, as will policy makers and clinical practitioners. Print version of the book includes free, searchable, digital access to entire contents of the book! Key Features: Addresses new dimensions of grandparenting such as sexual orientation, health of grandparents, resilience and resourcefulness, step-grandparents, and great-grandparenting Delivers groundbreaking research on the health and wellbeing of grandparents caring for their grandchildren Covers decreasing health disparities, health care coverage, and stipends for grandparents who are not certified kinship providers Examines grief, clinical interventions, grandparent-grandchild and intergenerational relationships, divorce, and the prevalence of multigenerational households Discusses the expanding role of grandfathers, the impact of HIV-AIDS and drug addiction on grandparents, and the global nature of grandparenting Includes clinical case study approaches to helping grandparents
Universal Design is a process for creating an equitable and sustainable society. It is a concept committed to recognizing and accepting each individual’s potential and characteristics, and promoting the realization of a built environment that does not stigmatize users, but enables everyone to participate fully in their community. This book presents 32 articles from the 5th International Conference on Universal Design (UD2021). Previous Universal Design conferences have been organized biennially, but the 2020 conference was postponed due to COVID-19 restrictions, and eventually held online from 9 - 11 June 2021. UD2021 brings together a multidisciplinary group of experts from around the world to share knowledge and best practice with the common goal of shaping the way we design; avoiding stereotyped or discriminatory views and solutions that could stigmatize particular groups of people. The articles are organized into chapters under seven broad themes: universal design and inclusive design; user experience and co-design; access to education and learning environment; web accessibility and usability of technology; architecture and the built environment; mobility and transport; and designing for older people. The current situation has highlighted not only the importance of web accessibility, the user-friendliness of interfaces and remote connections; during the last year, the importance and quality of our daily living environment, access to services and green space has also become ever more obvious. This book will be of particular interest to those working to enable all those with disabilities or impairments to live independently and participate fully in all aspects of life.
The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.