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Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments

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Cover of 'Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study
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    Chapter 2 (In)visibilities of Men and Aging in the Media: Discourses from Germany and Portugal
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    Chapter 3 Older People Are the Future of Consumption: Great Expectations and Small Starts for Brands and New Media
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    Chapter 4 Methodological Strategies to Understand Smartphone Practices for Social Connectedness in Later Life
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    Chapter 5 Exploring the Blocking Behavior Between Young Adults and Parents on WeChat Moments
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    Chapter 6 Research on Interaction of Shopping Websites for Elderly People Based on User Experience
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    Chapter 7 What Do Your Eyes Say about Your Conformity? An Observation on the Number of Sales during Online Shopping
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    Chapter 8 Health Information Literacy of the Older Adults and Their Intention to Share Health Rumors: An Analysis from the Perspective of Socioemotional Selectivity Theory
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    Chapter 9 A Qualitative Investigation on Miscommunication of Everyday Health Information Between Older Parents and Adult Children
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    Chapter 10 Older Adults’ Perceptions of Video Game Training in the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) Clinical Trial: An Exploratory Analysis
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    Chapter 11 THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients
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    Chapter 12 Study on Baby Toy Design—From the Perspective of Audio-Visual Human Factors
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    Chapter 13 Digital Gaming by Older Adults: Can It Enhance Social Connectedness?
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    Chapter 14 The Gamer Types of Seniors and Gamification Strategies Toward Physical Activity
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    Chapter 15 Playing with Words: The Experience of Self-disclosure in Intergenerational Gaming
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    Chapter 16 Design Elements of Pervasive Games for Elderly Players: A Social Interaction Study Case
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    Chapter 17 Are We Ready to Dance at Home?: A Review and Reflection of Available Technologies
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    Chapter 18 Exergames in Augmented Reality for Older Adults with Hypertension: A Qualitative Study Exploring User Requirements
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    Chapter 19 Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena
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    Chapter 20 Attraction and Addiction Factors of Online Games on Older Adults: A Qualitative Study
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    Chapter 21 Impact of Intergenerational Play on Young People’s Perceptions Towards Old Adults
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    Chapter 22 The Effect of Familiarity on Older Adults’ Engagement in Exergames
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    Chapter 23 Combining Mixed Reality and Internet of Things: An Interaction Design Research on Developing Assistive Technologies for Elderly People
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    Chapter 24 Smarter Homes for Older Adults: Building a Framework Around Types and Levels of Autonomy
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    Chapter 25 Visualizing Organizational Culture in Old People’s Homes and Hospitals in Japan: Human Interaction in the IoT Era
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    Chapter 26 A Fingerprinting Trilateration Method FTM for Indoor Positioning and Its Performance
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    Chapter 27 Gifts and Parasites
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    Chapter 28 Design and Implementation of Age-Friendly Activity for Supporting Elderly’s Daily Life by IoT
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    Chapter 29 A Cooking Support System for Seasoning with Smart Cruet
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    Chapter 30 Assistive Technology for Active and Independent Aging
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    Chapter 31 Digital Home: Life Transitions and Digital Domestic Practices in Later Life
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    Chapter 32 The Oldest Olds’ Perceptions of Social Robots
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    Chapter 33 Objective Approaches on Urban Soundscape Perception in Night Market Pedestrian Street
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    Chapter 34 The Penguin – On the Boundary Between Pet and Machine. An Ecological Perspective on the Design of Assistive Robots for Elderly Care
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    Chapter 35 Interactive Drinking Gadget for the Elderly and Alzheimer Patients
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    Chapter 36 Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults
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    Chapter 37 Interaction Design in the Active and Assistive Living Field of Practice
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    Chapter 38 Trends in the Decline in Gait and Motor Ability of Older Adults: A Case Study Based on SHARE Data
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    Chapter 39 The Use of Interactive Tables in Promoting Wellbeing in Specific User Groups
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    Chapter 40 The Golden Age of Silver Workers?
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    Chapter 41 Effect of Gamification of Exercise Therapy on Elderly’s Anxiety Emotion
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    Chapter 42 Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes
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    Chapter 43 Is the Eye Movement Pattern the Same? The Difference Between Automated Driving and Manual Driving
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    Chapter 44 Augmented Walking Suit for Elderly Farmers in Agricultural Environment
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    Chapter 45 Integration of Augmented Reality with Pressing Evaluation and Training System for Finger Force Training
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    Chapter 46 Strategies to Enhance Technology-Based Learning Experiences in Older Adults: A Field Study
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    Chapter 47 Predicting Daily Physical Activity Level for Older Adults Using Wearable Activity Trackers
Attention for Chapter 11: THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients
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Chapter title
THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients
Chapter number 11
Book title
Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments
Published by
Springer, Cham, July 2019
DOI 10.1007/978-3-030-22015-0_11
Book ISBNs
978-3-03-022014-3, 978-3-03-022015-0
Authors

Christian Eichhorn, David A. Plecher, Martin Lurz, Nadja Leipold, Markus Böhm, Helmut Krcmar, Angela Ott, Dorothee Volkert, Atsushi Hiyama, Gudrun Klinker, Eichhorn, Christian, Plecher, David A., Lurz, Martin, Leipold, Nadja, Böhm, Markus, Krcmar, Helmut, Ott, Angela, Volkert, Dorothee, Hiyama, Atsushi, Klinker, Gudrun

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 30 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 30 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 5 17%
Student > Bachelor 4 13%
Student > Doctoral Student 2 7%
Other 2 7%
Student > Ph. D. Student 2 7%
Other 4 13%
Unknown 11 37%
Readers by discipline Count As %
Computer Science 6 20%
Medicine and Dentistry 2 7%
Design 2 7%
Engineering 2 7%
Nursing and Health Professions 1 3%
Other 5 17%
Unknown 12 40%