Abstract. This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social inclusion, education in the field of modern technology, motivation for learning as well as physical activity. Mixed-aged teams consisting of two players: a junior and a senior took part in the game. The preliminary results suggest that the game can successfully address a number of issues including improving the elderly technical skills, increasing the elderly physical activity as well as positive intergenerational interaction. The paper describes the game setup in details and presents some initial data gathered during the gameplay.
In this paper we present the results of an exploratory study examining the potential of voice assistants (VA) for some groups of older adults in the context of Smart Home Technology (SHT). To research the aspect of older adults' interaction with voice user interfaces (VUI) we organized two workshops and gathered insights concerning possible benefits and barriers to the use of VA combined with SHT by older adults. Apart from evaluating the participants' interaction with the devices during the two workshops we also discuss some improvements to the VA interaction paradigm.
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we present the results of the workshops and offer considerations and recommendations for organizing opportunities for end users, in this case older adults, to directly engage in co-creation of cutting-edge ICT solutions. These include co-designing interfaces and interaction schemes for emerging technologies like VR and AR. We discuss such aspects as user engagement and hardware and software tools suitable for participatory prototyping of VR applications. Finally, we present ideas for further research in the area of VR participatory prototyping with users of various proficiency levels, taking steps towards developing a unified framework for co-design in AR and VR.
In this paper we describe the initial outcomes of the Reconcile 1 study concerning Web content credibility evaluations. The study was run with a balanced sample of 1503 respondents who independently evaluated 154 web pages from several thematic categories. Users taking part in the study not only evaluated credibility, but also filled a questionnaire covering additional respondents' traits. Using the gathered information about socioeconomic status and psychological features of the users, we studied the influence of subjectivity and bias in the credibility ratings. Subjectivity and bias, in fact, represent a key design issue for Web Credibility systems, to the extent that they could jeopardize the system performance if not taken into account.We found out that evaluations of Web content credibility are slightly subjective. On the other hand, the evaluations exhibit a strong acquiescence bias.
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 report on our various endeavors for better involvement and participation of older adults in urban life by lowering ICT barriers, encouraging social inclusion, intergenerational interaction, physical activity and engaging older adults in the process of development of ICT solutions. We report on a model and assumptions of the LivingLab PJAIT as well as a number of activities created and implemented for LivingLab participants: from ICT courses, both traditional and e-learning, through on-line crowdsourcing tasks, to blended activities of different forms and complexity. We also provide conclusions on the lessons learned in the process and some future plans, including solutions for better senior urban participation and citizen science.
Research on Web credibility assessment can significantly benefit from new models that are better suited for evaluation and study of adversary strategies. Currently employed models lack several important aspects, such as the explicit modeling of Web content properties (e.g. presentation quality), the user economic incentives and assessment capabilities. In this paper, we introduce a new, game-theoretic model of credibility, referred to as the Credibility Game. We perform equilibrium and stability analysis of a simple variant of the game and then study it as a signaling game against naïve and expert information consumers. By a generic economic model of the player payoffs, we study, via simulation experiments, more complex variants of the Credibility Game and demonstrate the effect of consumer expertise and of the signal for credibility evaluation on the evolutionary stable strategies of the information producers and consumers.
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