17 results on '"Orso, V"'
Search Results
2. SHIP Project: Designing Inclusive, Accessible, and Sustainable Urban Parks
- Author
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Bettelli, A., Orso, V., Pluchino, P., Dainese, G., Campagnaro, V., Narne, E., Paoli, A., Moro, T., and Gamberini, L.
- Published
- 2022
- Full Text
- View/download PDF
3. DOMHO: A Smart Assisted-living Solution for Fragile People
- Author
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Rossi, M, Cisotto, G, Raheli, R, Zanella, A, Mason, F, Pluchino, P, Orso, V, Gamberini, L, Rossi, M, Cisotto, G, Raheli, R, Zanella, A, Mason, F, Pluchino, P, Orso, V, and Gamberini, L
- Abstract
The chapter discusses the potential of the Internet of Things (IoT) paradigm in the context of assisted living for elderly and fragile people, in the light of the peculiar requirements of such users, both from a functional and a technological perspective. We stress some aspects that are often disregarded by the technical community, such as technology acceptability and usability, and we describe the framework and the phases of the current co-design approaches that imply the active involvement of the final users in the system design process. Thereby, we identify a series of design practices to merge technical and fragile people’s requirements. Our analysis is backed up by the description of DOMHO ,1 a prototypal IoT-based ambient assisted living (AAL) system that embodies most of the concepts described in the chapter, and that has been deployed in an apartment for the co-housing of individuals with disabilities, but was also designed for other environments, like shelter houses for elders. The first DOMHO realization in Treviso (Italy) received large media attention at the regional and national level, confirming its relevance for improving the quality of life of our society.
- Published
- 2021
4. Elderly-centred guidelines for mHealth apps for food intake
- Author
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Orso, V., primary, Viero, F., additional, and Gamberini, L., additional
- Published
- 2018
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5. Investigating the Accessibility of Voice Assistants With Impaired Users: Mixed Methods Study
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Masina, Fabio, Orso, Valeria, Pluchino, Patrik, Dainese, Giulia, Volpato, Stefania, Nelini, Cristian, Mapelli, Daniela, Spagnolli, Anna, and Gamberini, Luciano
- Subjects
Computer applications to medicine. Medical informatics ,R858-859.7 ,Public aspects of medicine ,RA1-1270 - Abstract
BackgroundVoice assistants allow users to control appliances and functions of a smart home by simply uttering a few words. Such systems hold the potential to significantly help users with motor and cognitive disabilities who currently depend on their caregiver even for basic needs (eg, opening a door). The research on voice assistants is mainly dedicated to able-bodied users, and studies evaluating the accessibility of such systems are still sparse and fail to account for the participants’ actual motor, linguistic, and cognitive abilities. ObjectiveThe aim of this work is to investigate whether cognitive and/or linguistic functions could predict user performance in operating an off-the-shelf voice assistant (Google Home). MethodsA group of users with disabilities (n=16) was invited to a living laboratory and asked to interact with the system. Besides collecting data on their performance and experience with the system, their cognitive and linguistic skills were assessed using standardized inventories. The identification of predictors (cognitive and/or linguistic) capable of accounting for an efficient interaction with the voice assistant was investigated by performing multiple linear regression models. The best model was identified by adopting a selection strategy based on the Akaike information criterion (AIC). ResultsFor users with disabilities, the effectiveness of interacting with a voice assistant is predicted by the Mini-Mental State Examination (MMSE) and the Robertson Dysarthria Profile (specifically, the ability to repeat sentences), as the best model shows (AIC=130.11). ConclusionsUsers with motor, linguistic, and cognitive impairments can effectively interact with voice assistants, given specific levels of residual cognitive and linguistic skills. More specifically, our paper advances practical indicators to predict the level of accessibility of speech-based interactive systems. Finally, accessibility design guidelines are introduced based on the performance results observed in users with disabilities.
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- 2020
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6. DOMHO: A Smart Assisted-living Solution for Fragile People
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Zanella, Andrea, Mason, Federico, Pluchino, Patrik, Cisotto, Giulia, Orso, Valeria, Gamberini, Luciano, Rossi, M, Cisotto, G, Raheli, R, Zanella, A, Mason, F, Pluchino, P, Orso, V, and Gamberini, L
- Subjects
assisted living ,Internet-of-Medical-Things, usability ,co-design ,elderly - Abstract
The chapter discusses the potential of the Internet of Things (IoT) paradigm in the context of assisted living for elderly and fragile people, in the light of the peculiar requirements of such users, both from a functional and a technological perspective. We stress some aspects that are often disregarded by the technical community, such as technology acceptability and usability, and we describe the framework and the phases of the current co-design approaches that imply the active involvement of the final users in the system design process. Thereby, we identify a series of design practices to merge technical and fragile people’s requirements. Our analysis is backed up by the description of DOMHO ,1 a prototypal IoT-based ambient assisted living (AAL) system that embodies most of the concepts described in the chapter, and that has been deployed in an apartment for the co-housing of individuals with disabilities, but was also designed for other environments, like shelter houses for elders. The first DOMHO realization in Treviso (Italy) received large media attention at the regional and national level, confirming its relevance for improving the quality of life of our society.
- Published
- 2021
7. Developing hand-worn input and haptic support for real-world target finding
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Yi-Ta Hsieh, Salvatore Andolina, Valeria Orso, Eve Hoggan, Antti Jylhä, Luciano Gamberini, Giulio Jacucci, Hsieh Y.-T., Jylha A., Orso V., Andolina S., Hoggan E., Gamberini L., and Jacucci G.
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Computer science ,Novel interaction paradigm ,Mobile computing ,Augmented reality ,02 engineering and technology ,Interaction design ,Management Science and Operations Research ,Gestural input ,Human–computer interaction ,Novel interaction paradigms ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Auditory feedback ,Haptic devices ,Pointing ,Ubiquitous and mobile computing design and evaluation ,Haptic technology ,Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni ,Haptic device ,Settore INF/01 - Informatica ,020206 networking & telecommunications ,Interaction technique ,Computer Science Applications ,Hardware and Architecture ,Mobile device ,Gesture - Abstract
Locating places in cities is typically facilitated by handheld mobile devices, which draw the visual attention of the user on the screen of the device instead of the surroundings. In this research, we aim at strengthening the connection between people and their surroundings through enabling mid-air gestural interaction with real-world landmarks and delivering information through audio to retain users' visual attention on the scene. Recent research on gesture-based and haptic techniques for such purposes has mainly considered handheld devices that eventually direct users' attention back to the devices. We contribute a hand-worn, mid-air gestural interaction design with directional vibrotactile guidance for finding points of interest (POIs). Through three design iterations, we address aspects of (1) sensing technologies and the placement of actuators considering users' instinctive postures, (2) the feasibility of finding and fetching information regarding landmarks without visual feedback, and (3) the benefits of such interaction in a tourist application. In a final evaluation, participants located POIs and fetched information by pointing and following directional guidance, thus realising a vision in which they found and experienced real-world landmarks while keeping their visual attention on the scene. The results show that the interaction technique has comparable performance to a visual baseline, enables high mobility, and facilitates keeping visual attention on the surroundings.
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- 2018
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8. Investigating Proactive Search Support in Conversations
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Giulio Jacucci, Valeria Orso, Tuukka Ruotsalo, Khalil Klouche, Luciano Gamberini, Hendrik Schneider, Salvatore Andolina, Department of Computer Science, Helsinki Institute for Information Technology, Ubiquitous Interaction research group / Giulio Jacucci, Andolina S., Orso V., Schneider H., Klouche K., Ruotsalo T., Gamberini L., and Jacucci G.
- Subjects
Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni ,Structure (mathematical logic) ,Settore INF/01 - Informatica ,Computer science ,media_common.quotation_subject ,05 social sciences ,Control (management) ,Common ground ,02 engineering and technology ,113 Computer and information sciences ,voice interfaces ,World Wide Web ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Key (cryptography) ,Natural (music) ,0501 psychology and cognitive sciences ,Conversation ,background speech ,spoken conversation support ,proactive search ,050107 human factors ,media_common - Abstract
Conversations among people involve solving disputes, building common ground, and reinforce mutual beliefs and assumptions. Conversations often require external information that can support these human activities. In this paper, we study how a spoken conversation can be supported by a proactive search agent that listens to the conversation, detects entities mentioned in the conversation, and proactively retrieves and presents information related to the conversation. A total of 24 participants (12 pairs) were involved in informal conversations, using either the proactive search agent or a control condition that did not support conversational analysis or proactive information retrieval. Data comprising transcripts, interaction logs, questionnaires, and interviews indicated that the proactive search agent effectively augmented the conversations, affected the conversations' topical structure, and reduced the need for explicit search activity. The findings also revealed key challenges in the design of proactive search systems that assist people in natural conversations.
- Published
- 2018
9. Interweaving visual and audio-haptic augmented reality for urban exploration
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Manuela Canaveras, Giulio Jacucci, Anna Spagnolli, Diogo Cabral, Salvatore Andolina, Luciano Gamberini, Valeria Orso, Yi-Ta Hsieh, Hsieh Y.-T., Orso V., Andolina S., Canaveras M., Cabral D., Spagnolli A., Gamberini L., and Jacucci G.
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Point of interest ,Computer science ,Interface (computing) ,02 engineering and technology ,Augmented reality ,law.invention ,Multimodal interaction ,Touchscreen ,law ,Human–computer interaction ,11. Sustainability ,Situated ,0202 electrical engineering, electronic engineering, information engineering ,Audio-haptic interface ,Urban exploration ,0501 psychology and cognitive sciences ,050107 human factors ,Haptic technology ,ta113 ,Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni ,Focus (computing) ,Point (typography) ,Settore INF/01 - Informatica ,05 social sciences ,020201 artificial intelligence & image processing - Abstract
While ordinary touchscreen-based interfaces on urban explorer applications draw much of a user's attention onto the screen, visual and audio-haptic augmented reality interfaces have emerged as the two main streams for enabling direct focus on the surroundings. However, neither interface alone satisfies users in the highly dynamic urban environment. This research investigates how the two complementary augmentation can coexist on one system and how people adapt to the situation by selecting the more suitable interface. A prototype was deployed in a field experiment in which participants explored points of interest in an urban environment with both interfaces. The engagement with the surroundings was compared with a touchscreen-based application. Most participants spontaneously switched between the two interfaces, which manifests the value of the availability of both interfaces on one system. The results point at the situated advantages of either interface and reveal the users' preferences when both interfaces are available.
- Published
- 2018
10. SearchBot: Supporting voice conversations with proactive search
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Valeria Orso, Khalil Klouche, Giulio Jacucci, Salvatore Andolina, Hendrik Schneider, Luciano Gamberini, Tuukka Ruotsalo, Andolina S., Orso V., Schneider H., Klouche K., Ruotsalo T., Gamberini L., and Jacucci G.
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ta113 ,Computer science ,05 social sciences ,Common ground ,020207 software engineering ,02 engineering and technology ,Voice user interface ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Proactive search ,Tracking (education) ,Background speech ,Spoken conversation support ,050107 human factors - Abstract
Searching during conversations and social interactions is becoming increasingly common. Although searching could be helpful for solving arguments, building common ground, and reinforcing mutual assumptions, it can also cause inter-actional problems. Proactive search approaches can enrich conversations with additional information without neglecting the shared and established social norms of being attentive to ongoing interaction. This demo showcases SearchBot, a tool that minimizes the issues associated with the practice of searching during conversations. It accomplishes this by tracking conversational background speech and then providing continuous recommendations of related documents and entities in a non-intrusive way [3].
- Published
- 2018
11. A two-step, user-centered approach to personalized tourist recommendations
- Author
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Valeria Orso, Giulio Jacucci, Anna Spagnolli, Jukka Leino, Salvatore Andolina, Stefano Rodaro, Alessandra Varotto, Luciano Gamberini, Orso V., Varotto A., Rodaro S., Spagnolli A., Jacucci G., Andolina S., Leino J., and Gamberini L.
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ta113 ,Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni ,Tourist application ,Engineering ,User profile ,Settore INF/01 - Informatica ,Point (typography) ,Process (engineering) ,Computer Applications ,business.industry ,02 engineering and technology ,Recommender system ,World Wide Web ,Tourist applications ,User validation ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Generalizability theory ,Relevance (information retrieval) ,business ,Drawback - Abstract
Geo-localized, mobile applications can simplify a tourist visit, making the relevant Point of Interests more easily and promptly discernible to users. At the same time, such solutions must avoid creating unfitting or rigid user profiles that impoverish the users' options instead of refining them. Currently, user profiles in recommender systems rely on dimensions whose relevance to the user is more often presumed than empirically defined. To avoid this drawback, we build our recommendation system in a two-step process, where profile parameters are evaluated preliminarily and separately from the recommendations themselves. We describe this two-step evaluation process including an initial survey (N = 206), and a subsequent controlled study (N = 24). We conclude by emphasizing the benefit and generalizability of the approach
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- 2017
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12. A wearable multimodal interface for exploring urban points of interest
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Salvatore Andolina, Luciano Gamberini, Giulio Jacucci, Antti Jylhä, Yi-Ta Hsieh, Valeria Orso, Jylha A., Hsieh Y.-T., Orso V., Andolina S., Gamberini L., and Jacucci G.
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Point of interest ,Computer science ,Interface (computing) ,Wearable computer ,02 engineering and technology ,computer.software_genre ,Auditory icons ,Field (computer science) ,Multimodal interaction ,Human–computer interaction ,11. Sustainability ,Wearable computing ,0202 electrical engineering, electronic engineering, information engineering ,Visual attention ,0501 psychology and cognitive sciences ,Baseline (configuration management) ,050107 human factors ,ta113 ,Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni ,Multimedia ,Settore INF/01 - Informatica ,Tactile feedback ,05 social sciences ,020207 software engineering ,Auditory icon ,Cultural heritage ,computer - Abstract
Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require visual attention, which ideally should be on the surroundings. Non-visual techniques for navigating towards specific POIs typically lack support for free exploration of the city or more detailed guidance. To overcome these issues, we propose a multimodal, wearable system for alerting the user of nearby recommended POIs. The system, built around a tactile glove, provides audio-tactile cues when a new POI is in the vicinity, and more detailed information and guidance if the user expresses interest in this POI. We evaluated the system in a field study, comparing it to a visual baseline application. The encouraging results show that the glove-based system helps keep the attention on the surroundings and that its performance is on the same level as that of the baseline.
- Published
- 2015
13. Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study.
- Author
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Olivas Martinez G, Orso V, Bettelli A, and Gamberini L
- Abstract
Physical inactivity is a plague for public health, especially in Western Countries. Among the countermeasures, mobile applications promoting physical activity seem particularly promising, thanks to the spread and adoption of mobile devices. However, the dropout rates of users are high, thereby calling for strategies to increase retention rates. Moreover, user testing can be problematic, because it is typically conducted in a laboratory, leading to a limited ecological validity. In the present research, we developed a custom mobile app to promote physical activity. Three versions of the app were implemented, each featuring a different pattern of gamification elements. Moreover, the app was designed to work as a self-managed experimental platform. A remote field study was conducted to investigate the effectiveness of the different versions of the app. Behavioral log data of physical activity and interaction with the app were collected. Our results show the feasibility of using a mobile app running on personal devices as an independently managed experimental platform. Moreover, we found that gamification elements per se do not ensure higher retention rates, rather it emerged that the richer combination of gamified elements was effective.
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- 2023
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14. Designing "Safer Water." A Virtual Reality Tool for the Safety and the Psychological Well-Being of Citizens Exposed to the Risk of Natural Disasters.
- Author
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Gamberini L, Bettelli A, Benvegnù G, Orso V, Spagnolli A, and Ferri M
- Abstract
Virtual Reality (VR) is a popular technology to recreate reality-like scenarios, including dangerous ones, in a realistic but safe way. Because of this potential, VR based research has been applied in psychology studies to provide training and education about how to behave in emergencies such as fires, earthquakes, floods, or typhoons. All these different virtual scenarios have been built to observe how people react to emergencies, what behaviors they adopted, what level of stress is generated, and finally, how to increase citizens' safety. However, there is still little research that shows how Virtual Environment (VE) should be designed to convey appropriate social and psychological "cues" to participants. In this work, we present the result of a series of co-design sessions aiming to bring experts to collaborate in setting up virtual scenarios to increase the quality of life, safety perception, and risk awareness in people living in the proximity of a river. Floods are one of the most threatening climate events, and because of climate change, they are expected to become even more frequent. These disasters have a devastating impact on communities, increasing anxiety and stress levels in citizens living close to rivers. We involved relevant stakeholders to design "Safer Water," an immersive, interactive, virtual experience to support citizens in psychologically and behaviorally managing pre and post riverbank breakdown situations. HCI experts, hydrogeological and hydraulic engineers, psychologists, and VEs designers took part in affinity diagram and brainstorming activities. Results show how the adopted method was able to generate suitable virtual scenarios, to highlight and classify relevant design requirements, and to find strategies that could improve the quality of life and psychological well-being in "risk-exposed citizens." The discussion includes a set of open-access guidelines derived from the co-design activities, to support the design of VE for the purposes discussed in the paper., Competing Interests: The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest., (Copyright © 2021 Gamberini, Bettelli, Benvegnù, Orso, Spagnolli and Ferri.)
- Published
- 2021
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15. Evaluating User Experience of Augmented Reality Eyeglasses.
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Gamberini L, Orso V, Beretta A, Jacucci G, Spagnolli A, and Rimondi R
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- Adult, Female, Humans, Male, User-Computer Interface, Visual Perception, Eyeglasses adverse effects, Self-Help Devices adverse effects
- Abstract
Augmented reality based applications have been experimented with in various contexts. Typically, the interaction is supported by handled devices, which, in specific scenarios, may hinder the interaction and spoil the experience of use, as the user is forced to hold the device and to keep her eyes on it at all times. The recent launch on the market of light-weight, unobtrusive head-mounted displays may change this circumstance. Nevertheless, investigations are needed to understand if such head-worn devices effectively outperform handheld devices in terms of comfort and pleasant experience of use. Here we present two experiments aimed at assessing the comfort of wearing a head-worn, see-through AR viewer in both a controlled and a natural setting. Besides the comfort of wearing the device, aspects related to the user experience were also investigated in the field evaluation. Our findings suggest that the head-mounted display examined is comfortable to wear regardless of the context of use. Interestingly in the field trails, participants did not express concern for the impression they would have made on other people and the experience of use was overall pleasant. Possible issues related to visual fatigue emerged.
- Published
- 2015
16. Densitometric study of the clavicle: bone mineral density explains the laterality of the fractures.
- Author
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Teodoro Ezequiel Guerra M, Isabel Pozzi M, Busin G, Crestana Zanetti L, Antônio Lazzarotto Terra Lopes J, and Orso V
- Abstract
Introduction: Epidemiological studies have shown laterality in clavicle fractures, such that the left side is more frequently fractured. The present study had the aim of evaluating whether the clavicle on the dominant side is denser and thus explaining the greater incidence of fractures on the non-dominant side., Materials and Methods: This was a descriptive study on 52 healthy patients, who were classified according to age, sex and whether the dominant or non-dominant side was affected., Results: The participants comprised 28 women (53.8%) and 24 men (46.2%). Regarding the dominant side, 30 were right-handed (57.7%) and 22 were left-handed (42.3%). The mean age was 25 years. In this study, it could be seen that the non-dominant side had greater bone mass than the dominant side. It was also observed that the bone density was greater in the middle and distal thirds on the non-dominant side, with a statistically significant difference. In the women, the density was also greater on the non-dominant side; this difference was not significant in relation to the dominant side, but there were significant differences between the middle thirds (p < 0.001) and the distal thirds (p < 0.006)., Conclusion: Variations in bone density, toward higher and lower bone mass, may have been responsible for the fractures. According to the findings from this study, fractures occur more in the middle third of the non-dominant clavicle, as a result of greater bone mineral mass, which gives rise to lower flexibility and fractures in the region.
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- 2014
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17. Involving elderly users in design: techniques to collect preferences for Interactive Digital Television.
- Author
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Spagnolli A, Gamberini L, Ibanez F, Fabregat ME, Debelic T, and Orso V
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- Aged, Chi-Square Distribution, Ergonomics, Female, Health Services for the Aged organization & administration, Humans, Male, Program Development, Spain, Home Care Services organization & administration, Social Isolation psychology, Social Support, Television, User-Computer Interface
- Abstract
SeniorChannel is a European project that explores the potential of using an Interactive Digital Television (IDTV) to turn elderly people at home into an active audience. Techniques to involve elderly users in the requirement collection during the design phase should take into account the decrease in perception, cognition and motor abilities associated with aging. The paper describes the specific solutions adopted here to elicit users' contribution, as well as the contributed preferences in terms of IDTV content and interaction modalities.
- Published
- 2012
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