Related papers: User requirements for inclusive technology for old…
Supporting older adults in health self-management is crucial for promoting independent aging, particularly given the growing strain on healthcare systems. While voice assistants (VAs) hold the potential to support aging in place, they often…
AI-powered educational technologies have demonstrated measurable benefits for learners, but their design and evaluation have largely centered on K-12 contexts. As a result, many AI-supported learning systems remain poorly aligned with the…
In this paper we provide a brief summary of development LivingLab PJAIT as an attempt to establish a comprehensive and sustainable ICT-based solution for empowerment of elderly communities towards better urban participation of seniors. We…
The population of older adults is steadily increasing, with a strong preference for aging-in-place rather than moving to care facilities. Consequently, supporting this growing demographic has become a significant global challenge. However,…
This paper reports on a study conducted as part of the EU EMPATHIC project, whose goal is to develop an empathic virtual coach capable of enhancing seniors' well-being, focusing on user requirements and expectations with respect to…
Our use of IT has, broadly speaking, until recently evolved around work-oriented tasks. This is or, indeed, has been changing. IT has moved beyond the workplace and into leisure, entertainment, games and our homes. It has in short moved…
There has been vast literature that studies Conversational Agents (CAs) in facilitating older adults' health. The vast and diverse studies warrants a comprehensive review that concludes the main findings and proposes research directions for…
Technology has recently been recruited in the war against the ongoing obesity crisis; however, the adoption of Health & Fitness applications for regular exercise is a struggle. In this study, we present a unique demographically…
Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies…
In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active,…
Unhealthy lifestyles could cause many chronic diseases, which bring patients and their families much burden. Research has shown the potential of digital technologies for supporting health behavior change to help us prevent these chronic…
Technology development practices in industry are often primarily focused on business results, which risks creating unbalanced power relations between corporate interests and the needs or concerns of people who are affected by technology…
The rapid spread of digital technologies has produced data-driven feedback loops, wearable devices, social media networks, and mobile applications that shape user behavior, motivation, and mental well-being. While these systems encourage…
Datasets sourced from people with disabilities and older adults play an important role in innovation, benchmarking, and mitigating bias for both assistive and inclusive AI-infused applications. However, they are scarce. We conduct a…
Selfie taking is a popular social pastime, and is an important part of socialising online. This activity is popular with young people but is also becoming more prevalent with older generations. Despite this, there are a number of…
People with disabilities often face discrimination and lack of access in all areas of society. While improving the affordability and appropriateness of assistive technologies can pave the way for easier participation and independence,…
Participatory Design (PD) methods are effective in understanding older adults' perspectives, concerns, and wishes and generating ideas for new intelligent aids. The aim of our study was first to map perceptions and explore the needs of…
Computer Anxiety is a phenomenon studied in multiple contexts and, in the actual COVID-19 scenario, it is gaining more and more importance as it impacts technology adoption and autonomy. People with Computer Anxiety (PwCA) might feel…
In this paper we present the report on the design and development of a platform for the inter-generational exchange of favors. This platform was designed using participatory design approach during a 24-hour hackathon by a team consisting of…
In a contemporary world, people become dependent on electronic devices. Technologies help to clarification and structure life in many ways to meet the need of the children oriented requirements. The children suffering from disabilities…