Lecture Notes in Computer Science
DOI: 10.1007/978-3-540-76805-0_11
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Technology in Old Age from a Psychological Point of View

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Cited by 11 publications
(5 citation statements)
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“…Several factors affect the acceptance of technology by older adults including their fear to use something new, not seeing the need, lack of training or advice on how to use the technology, and the technology not being user friendly (Tacken, Marcellini, Mollenkopf, Ruoppila, & Szeman, 2005). However, level of acceptance can increase when this population receives adequate training and clearly understands the benefits of use (Oppenauer, Preschl, Kalteis, & Kryspin-Exner, 2007). Within this context, we emphasized the functionalities of Brian 2.1 for assistance with enhanced activities of daily living during our live demonstration session.…”
Section: Resultsmentioning
confidence: 97%
“…Several factors affect the acceptance of technology by older adults including their fear to use something new, not seeing the need, lack of training or advice on how to use the technology, and the technology not being user friendly (Tacken, Marcellini, Mollenkopf, Ruoppila, & Szeman, 2005). However, level of acceptance can increase when this population receives adequate training and clearly understands the benefits of use (Oppenauer, Preschl, Kalteis, & Kryspin-Exner, 2007). Within this context, we emphasized the functionalities of Brian 2.1 for assistance with enhanced activities of daily living during our live demonstration session.…”
Section: Resultsmentioning
confidence: 97%
“…A video tutorial was shown to illustrate all Robot-Era services and older volunteers could touch the robots and ask questions about their functionalities to become confident with them. In fact, adequate training can increase the level of acceptance [ 48 ].…”
Section: Discussionmentioning
confidence: 99%
“…In spite of increasing evidence suggesting that that older people are more receptive to using exergaming for exercise [ 44 , 46 , 47 ], majority of exergaming users are young people [ 48 – 50 ]. Gerontology studies have highlighted learned helplessness in older people in using technology [ 51 , 52 ]. Furthermore, advertising campaigns for exergames tend to target younger age groups with gaming themes that do not appeal to older people [ 53 ].…”
Section: Introductionmentioning
confidence: 99%