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1.
In this cross-sectional study, the principles of a technology acceptance model were used to identify variables related to the level of Internet usage by older adults. Community-dwelling older adults aged 60–88 years completed a postal questionnaire survey that elicited responses on the use of the Internet. Out of a sample of 592 older adults (236 males and 356 females), 50.7% used the Internet. A multiple linear regression analysis was carried out on the Internet users sample using the self-reported number of hours of Internet usage per week as the dependent variable. The results indicated that attitude toward using the Internet and good health status were statistically significant predictors of the level of Internet usage. A second multiple regression analysis using Internet activity as the dependent variable showed that attitude, usefulness, good health, and gender (males) were significant predictor variables.  相似文献   

2.
This paper examines the factors and theoretical frameworks for the adoption of technology for older adults, and proposes two models of technology acceptance and rejection, one from an ease of learning perspective, and one from a system and user perspective. Both models are supported from reports on two case studies of older adults using handheld touchscreen tablet devices; one in which the participants are supported during tasks primarily related to walking and navigation, and one in which participants are unsupported in communication related tasks. The first study shows the powerful role that facilitating conditions have for learning how to use digital technologies for this user group, whether supporting through step by step guidance, providing a friendly space to use trial and error methods, and/or provision of a manual. The second study shows the pitfalls of a lack of facilitating conditions during initial use, and highlights potential for appropriate design in helping to avoid some user errors during this phase.  相似文献   

3.
The Internet and its increasing usage has changed informal learning in depth. This change has affected young and older adults in both the workplace and in higher education. But, in spite of this, formal and non-formal course-based approaches have not taken full advantage of these new informal learning scenarios and technologies. The Web 2.0 is a new way for people to communicate across the Internet. Communication is a means of transformation and knowledge exchange. These are the facts that cannot be obviated by the organisations in their training programmes and knowledge management. This special issue is devoted to investigating how informal learning changes or influences online information in Social Web and training strategies in institutions. In order to do so, five papers will present different approaches of informal learning in the workplace regarding Web 2.0 capabilities.  相似文献   

4.
陆璇  陈震鹏  刘譞哲  梅宏 《软件学报》2020,31(11):3364-3379
应用市场(app market)已经成为互联网环境下软件应用开发和交付的一种主流模式.相对于传统模式,应用市场模式下,软件的交付周期更短,用户的反馈更快,最终用户和开发者之间的联系更加紧密和直接.为应对激烈的竞争和动态演变的用户需求,移动应用开发者必须以快速迭代的方式不断更新应用,修复错误缺陷,完善应用质量,提升用户体验.因此,如何正确和综合理解用户对软件的接受程度(简称用户接受度),是应用市场模式下软件开发需考量的重要因素.近年来兴起的软件解析学(software analytics)关注大数据分析技术在软件行业中的具体应用,对软件生命周期中大规模、多种类的相关数据进行挖掘和分析,被认为是帮助开发者提取有效信息、作出正确决策的有效途径.从软件解析学的角度,首先论证了为移动应用构建综合的用户接受度指标模型的必要性和可行性,并从用户评价数据、操作数据、交互行为数据这3个维度给出基本的用户接受度指标.在此基础上,使用大规模真实数据集,在目标用户群体预测、用户规模预测和更新效果预测等典型的用户接受度指标预测问题中,结合具体指标,提取移动应用生命周期不同阶段的重要特征,以协同过滤、回归融合、概率模型等方法验证用户接受度的可预测性,并讨论了预测结果与特征在移动应用开发过程中可能提供的指导.  相似文献   

5.
Providing technological support to assist older adults in their daily activities is a promising approach to aging in place. However, acceptance is critical when technologies are embedded in the user's life. Recently, Lee et al. established a connection between acceptance and motivation. They approached motivation via the Self-Determination Theory (SDT): the capacity to make choices and to take decisions.This paper leverages SDT to promote a new design style for gerontechnologies that consists of principles and requirements. We applied our approach to develop an assisted living platform, which was used to conduct a six-month field study with 34 older adults. We show that self-determination is a determining factor of technology acceptance. Furthermore, our platform improved the self-determination of equipped participants, compared to the control group, suggesting that our approach is effective. As such, SDT opens up new opportunities for improving the design process of gerontechnologies.  相似文献   

6.
ABSTRACT

Spatial training has been shown to help student’s university retention rates and performance. The goal of this study is: (1) to explore users’ acceptance of a virtual-reality-supported technology for mental-rotation learning and (2) to examine the effects of interactivity and gender on acceptance. Little is known about whether college students nowadays perceive motion-control and virtual-reality technology as novel and interesting and how gender affects their acceptance of technology. Two learning programs were developed using motion-control and virtual-reality technologies. Learners could actively manipulate the learning object or they could only passively learn. User’s acceptance of the training program (rather than mental-rotation performance) was compared. Results showed higher levels of perceived playfulness, ease of use, usefulness, and use-intention scores were found in motion-control training, suggesting interactivity is still attractive. However, gender difference was also found. While perceived ease of use was a major contributor to training use-intention for both genders, influence of perceived playfulness on use-intention was found only in women.  相似文献   

7.
Virtual reality or video games show great potential as low-cost and effective interventions for improving balance and cognitive function in older adults. This research describes the design and acceptability of a serious game (CityQuest) aimed at improving balance confidence, spatial navigation, and perceptual function in older adults with the use of a virtual environment and a balance board. Community-dwelling healthy (N?=?28) and fall-prone (N?=?28) older adults were pseudo-randomly assigned to train with CityQuest or one of two control games developed to evaluate the specific effects of the CityQuest game. Following completion of 10 training sessions, participants completed questionnaires measuring their acceptability of the game as a falls-related intervention, game experience, and subjective cognitive or balance confidence changes associated with the game. The results revealed high acceptance scores of the game and positive game experiences for all three game conditions. Older adults prone to falls reported a greater reduction in fear of falling and greater improvement in vigilance following training, compared to healthy older adults. These findings suggest that a serious game based on VR technology that trains both motor and cognitive processes is perceived to be beneficial and acceptable to healthy and fall-prone older adults.  相似文献   

8.
Gender and age differences in the effects of e-learning, including students’ satisfaction and Internet self-efficacy, have been supported in prior research. What is less understood is how these differences are shaped, especially for higher aged adults. This article examines the utility of family support (tangible and emotional) and Internet self-efficacy (general and communication) in predicting middle aged (aged 50–64) and older adults’ (over the age of 65) perceived effects of e-learning. A total of 290 adult participants aged over 50 who were registered in community college and senior learning center courses completed the measure of perceived family support, Internet self-efficacy and the effects of e-learning. By using structural equation modeling (SEM) and model invariance analysis, the results indicate that emotional family support plays a main role in predicting the effects of e-learning, mediated by general and communication Internet self-efficacy. Emotional family support has both direct and indirect influences on adults’ perceived effects of e-learning. Tangible support significantly predicts adults’ perceived effects of e-learning, mediated by Internet self-efficacy. Compared to male adult learners, female adults rely more on tangible family support for increasing their Internet self-efficacy. Similar patterns were presented by older participants. The similarities between women and older adults imply that the gender issue is not specifically related to sex itself, but relates to the complexity of the social context of these disadvantaged learners. The findings provide researchers, adult education practitioners and e-learning program planners with a direction towards understanding e-learning for middle and older aged adults.  相似文献   

9.
This article presents the results of a survey that shows that older users differ in their attitude and experience towards the Internet not only according to their age or to their previous knowledge with Internet services, but also according to what they are expecting from this media. The aim of this study was to collect information about barriers on usage and perception of an online ticketing service for a nationwide public railway company, in order to enhance the notion of “accessibility” toward a broader understanding including non-technical accessibility factors as semantic accessibility and/or procedural accessibility. The results of the survey with 1,208 participants and additionally focus groups, interviews and qualitative analysis of user feedback indicate that in order to improve and optimize the usage of the online system for older adults, it is necessary to develop a system which is not only universally accessible, but also satisfies the specific expectations of senior users. This article concentrates on designing accessible user experiences and presents several recommendations to the area and for WCAG 2.0 according to the results.  相似文献   

10.
This study examined the effects of young adults’ social-cognitive characteristics and fitness apps’ quality-related characteristics on users’ intention to continue using apps. This study used a self-report questionnaire to collect data from 201 participants between November 29 and December 16, 2016. PASW/WIN 20.0 was used to perform Pearson’s correlation analysis, and hierarchical multiple regression. Results showed that users’ social-cognitive characteristics and the app’ quality-related characteristics accounted for 39.3 and 1.6% of users’ intention to continue using fitness apps, respectively. Social-cognitive characteristics included quality-related app characteristics, which explained 40.9% of users’ intention to continue using the apps. Self-efficacy, innovative propensity, outcome expectations, and engagement were key variables affecting the intention to continue using apps. Therefore, it is suggested that researchers or healthcare providers who want to utilize fitness apps for young adults could invest time and effort in the selection of existing high-quality apps and design intervention programs to stimulate users’ social-cognitive factors.  相似文献   

11.
Though computers and the Internet offer an opportunity to enhance the lives of older adults, rates of computer use among older adults are low relative to other age groups. This study examined patterns of computer use and barriers to use among 324 residents living in a suburban naturally occurring retirement community (NORC). One-third (36%) of the residents were actively using computers. Residents currently using computers were more likely to be younger, with more education, fewer functional impairments, and greater social resources. Results from a multidimensional scaling analysis suggested that common uses fell along two dimensions: a solitary–social dimension and an obligatory–discretionary dimension. Barriers to more frequent use included cost, complexity, ergonomic impediments, and a lack of interest. Results from this study could inform the development of services by taking into account how older adults prefer to use computers and their perceptions of the technology. We include practical recommendations for program developers.  相似文献   

12.
As a result of the general improvement in living conditions in industrialised Western countries, people aged over 60 years usually reach the ‘third age’ in good mental and physical condition. Contemporary society has thus had to endeavour to offer the ‘new old’ not only social services but also pastimes, leisure, social, cultural and educational activities. Among the range of opportunities being made available is that of acquiring skills in the use of information and communication technology (ICT), an area of ever‐increasing prominence. This can be seen not only as an opportunity for individual cultural growth but also the basic condition for conceiving a range of practical network‐based services and applications of great social significance for the elderly population. This article refers to one of these initiatives, developed in Liguria (one of the Italian regions with the oldest population), whose purpose was to train about 600 over‐60s in the use of ICT. What we will analyse here in particular are the results of e‐learning activities offered to a sample of participants and with reference to a segment of the entire training process envisaged by the regional initiative. The specific objectives of the activity were to verify the real possibility of proposing short, online learning modules on the use of Internet for older users; to survey users' attitudes/reactions to e‐learning; and to analyse the follow‐up of distance training activities.  相似文献   

13.
Xu  Yanan  Zhu  Yanmin  Shen  Yanyan  Yu  Jiadi 《World Wide Web》2019,22(6):2721-2745

The large volume and variety of apps pose a great challenge for people to choose appropriate apps. As a consequence, app recommendation is becoming increasingly important. Recently, app usage data which record the sequence of apps being used by a user have become increasingly available. Such data record the usage context of each instance of app use, i.e., the app instances being used together with this app (within a short time window). Our empirical data analysis shows that a user has a pattern of app usage contexts. More importantly, the similarity in the two users’ preferences over mobile apps is correlated with the similarity in their app usage context patterns. Inspired by these important observations, this paper tries to leverage the predictive power of app usage context patterns for effective app recommendation. To this end, we propose a novel neural approach which learns the embeddings of both users and apps and then predicts a user’s preference for a given app. Our neural network structure models both a user’s preference over apps and the user’s app usage context pattern in a unified way. To address the issue of unbalanced training data, we introduce several sampling methods to sample user-app interactions and app usage contexts effectively. We conduct extensive experiments using a large real app usage data. Comparative results demonstrate that our approach achieves higher precision and recall, compared with the state-of-the-art recommendation methods.

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14.
This study investigates consumer intentions within the smartphone app environment. More specifically, it studies the factors influencing the intention to use banking apps based on the smartphone by employing the information system success model and a revised technology acceptance model. The study examines how quality factors and attitudes toward mobile apps-based banking influence the intention to use banking apps, and whether trust influences the relationship between quality factors and intention to use. In it, we collect data from 520 users and estimate the structural model. The results indicate that attitudes to mobile apps-based banking, as well as information and service quality, affect consumers’ intention to use banking apps. We further confirm that three particular quality factors, moderated by trust, affect the intention to use these apps. This study helps to explain consumers’ mobile apps-based banking behaviours, by combining the information system success model with a technology acceptance model.  相似文献   

15.
With the closing of the age-related gap in mobile phone uptake and the aging of the population, older adults have increasingly become a desirable target group for mobile phone providers. Although there is abundant literature describing the use of mobile phones among older adults, segmentation studies on this group of consumers remain scant and inconclusive. Drawing on the benefit and behavioral segmentation, this study presents a segmentation model of older adults in the mobile phone market that incorporates a wide variety of consumer behavior, attitudinal, and acceptance variables relevant for the understanding of mobile phone (non-)usage patterns among users of feature phones and smartphones, as well as among mobile phone nonusers. The model is based on a hybrid approach with a two-step cluster analysis using data collected by a telephone survey from a representative sample (n = 1,581) of adults aged 55 or older in Slovenia in 2015. The analysis yielded two uniquely profiled clusters within each of the five a priori-determined segments, summing to a total of 10 clusters. The results show that older adults still prefer feature phones. Nevertheless, the mobile phone market has become highly heterogeneous, with clusters of older adults having distinguishable feature phone- and smartphone-use patterns as well as socio-demographic and life-course profiles. Since many of these profiles undermine the notion of older adults as “basic” mobile phone users, our findings represent a solid foundation for scholars and marketers to further investigate their specific needs in relation to more advanced smartphone and mobile internet usage.  相似文献   

16.
After adopting mobile phones, most older adults use them only for calling and SMS. The purpose of this study is to extend their usage of mobile phones to new functions. To understand older adults’ requirements of mobile phones, a questionnaire was constructed and 351 Chinese older adults were recruited to complete the questionnaires. Data collected through the questionnaires were analysed using explorative factor analysis. The results revealed that older adults’ requirements were composed of 10 factors: Find a Specific Function, Awareness and Attractiveness, Readability, Personal Concern, Soft Keys and Multi-tap, Hardware Capacity, Touch Screen, Concern of Learning, Connectivity, and Social Influence. Then, from the above 10 factors, the 6 most important factors were revealed using multiple linear regression analysis. The results imply that accepting new functions is different from accepting a product. Readability and Find a Specific Function, which are critical for older adults’ acceptance of feature phones, are not determinants of their acceptance of new functions in smart phones.  相似文献   

17.
Interdependence effects would arise when individuals consume two or more products simultaneously. However, comprehensive understanding and quantitative analysis of such interdependence effects in the use of mobile social apps are still limited. The few existing studies mainly considered whether the apps are installed together by unique devices, while the actual usage behaviors are totally ignored. The current study developed an adapted utility function model to quantify the interdependence effects and found that social apps satisfying users’ different psychological needs would be complementary at most times, while those apps gratifying similar psychological needs would also complement rather than substitute each other.  相似文献   

18.
Understanding the user acceptance of mobile social networking apps in different cultures can provide powerful insights for managers and marketers of social networking apps to develop effective globalized and localized strategies to attract users worldwide. Following the theory of planned behavior, this study develops a research model of privacy concern (PC), privacy risk (PR), and perceived enjoyment (PE) as attitudinal beliefs, subjective norm (SN) as normative belief, and smartphone self-efficacy (SE) as control belief to understand users’ intention to use mobile social networking apps. In particular, the impact of culture was investigated, considering the user base of mobile social networking apps is distributed globally and culturally diversified, and cultural values have direct impact on behavior. The research model was validated by survey data collected from 151 participants in the U.S. and 170 participants in South Korea. The data analysis results show that perceived enjoyment and subjective norm are the most important drivers behind users’ intention to use mobile social networking apps for both countries. No significant difference was found for the effects of privacy risk and subjective norm upon users’ intention to use mobile social networking apps across cultures. Implications of the findings upon theory and practice are discussed.  相似文献   

19.
Recognising the rise of an aging population and independent living among older adults, many governments and organisations have developed and promoted new technologies in the form of gerontechnologies to support the needs and enhance the well-being of older adults. However, the adoption of products using such technology remains modest among the aging population. This study introduces the notion of power in the form of power posing and examines its impact on new technology adoption, particularly gerontechnology, among older adults. Using an experimental approach on a sample of older adults exposed to an in-house near-field communication-enabled light system, the study finds that high-power poses have a greater and more positive impact on older adults’ perceived ease of use of, perceived usefulness of, and intentions to use gerontechnology than low-power poses. Implications, limitations, and future research directions are discussed.  相似文献   

20.

Technology use is a socially embedded process, especially when it comes to older adults and care. However, the restrictions associated with the COVID-19 pandemic have limited social contact to protect vulnerable groups in care homes, and even if technology use has increased in other areas, there is little known about the potential uptake of communication technology and changes in social interaction in the care context during a lasting crisis. This paper explores changes in communication technology use triggered by the pandemic at two care homes, using a qualitative diary study, online interviews and observations, and in-situ interviews within the care home with residents and workers. Our findings point to increasing use of tablets and video conference software triggered by COVID-related experiences, with implications for living and working in care homes. We also characterise the isolation experience of the residents, the workers’ concerns about the residents and changes in social interaction. We observed new areas of technology usage, associated changing work practices, technical affinity issues and context-specific attitudes towards future technologies. While the pandemic has triggered the use of communication technology in care homes on a small scale, this has also caused increasing workload and in particular articulation work, which requires support structures and the re-definition of work roles.

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