相关论文: A Location-Based Game for Two Generations: Teachin…
Social participation is known to bring great benefits to the health and well-being of people as they age. From being in contact with others to engaging in group activities, keeping socially active can help slow down the effects of…
Older users population is rapidly increasing all over the World. Presently, we observe efforts in the human-computer interaction domain aiming to improve life quality of age 65 and over through the use of mobile apps. Nonetheless, these…
In an increasingly globalized world, geographic literacy is crucial. In this paper, we present a collaborative two-player game to improve people's ability to locate countries on the world map. We discuss two implementations of the game:…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
This paper presents a novel game prototype that uses music and motion detection as preventive medicine for the elderly. Given the aging populations around the globe, and the limited resources and staff able to care for these populations,…
Aging in place refers to the enabling of individuals to age comfortably and securely within their own homes and communities. Aging in place relies on robust infrastructure, prompting the development and implementation of both human-led care…
This report presents the experimental methodology and a step-by-step guide for gathering data on how aging influences tactile surface perception in decision and action. The experiments consist of a set of trials in which the ability to…
Artificial companion agents are defined as hardware or software entities designed to provide companionship to a person. The senior population are facing a special demand for companionship. Artificial companion agents have been demonstrated…
The aim of this thesis was the design and development of an interactive system enhancing collaborative sensemaking. The system design was based on related work research and preliminary user study. The system is based on multiple…
In today's age of pervasive computing and social media people make extensive use of technology for communicating, sharing media and learning. Yet while in the outdoors, on a hike or a trail we find ourselves inept of information about the…
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…
Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel…
Age-related loss of mobility and increased risk of falling remain important obstacles toward facilitating aging-in-place. Many elderly people lack the coordination and strength necessary to perform common movements around their home, such…
One issue in aging is how to stimulate the cognitive skills of older adults. One way to address it is the use of serious games delivered through humanoid robots, to provide engaging ways to perform exercises to train memory, attention,…
The global aging trend compels older adults to navigate the evolving digital landscape, presenting a substantial challenge in mastering smartphone applications. While Augmented Reality (AR) holds promise for enhancing learning and user…
We explore some of the existing research in HCI around technology for older adults and examine the role of LLMs in enhancing it. We also discuss the digital divide and emphasize the need for inclusive technology design. At the same time, we…
Strength training is a key determinant of healthy aging, yet adherence to formal exercise programs among older adults remains low. While many technologies aim to encourage physical activity in older adults, they typically rely on dedicated…
As virtual reality (VR) becomes more popular for intergenerational collaboration, there is still a significant gap in research regarding understanding the potential for reducing ageism. Our study aims to address this gap by analyzing ageism…
This paper proposes the creation of different interfaces in the mobile operating system for different age groups. The different age groups identified are kids, elderly people and all others. The motive behind creating different interfaces…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…