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Kategorie szczegółowe BISAC

Universal Access in Human-Computer Interaction. Applications and Practice: 14th International Conference, Uahci 2020, Held as Part of the 22nd Hci Int

ISBN-13: 9783030491079 / Angielski / Miękka / 2020 / 631 str.

Margherita Antona; Constantine Stephanidis
Universal Access in Human-Computer Interaction. Applications and Practice: 14th International Conference, Uahci 2020, Held as Part of the 22nd Hci Int Antona, Margherita 9783030491079 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Universal Access in Human-Computer Interaction. Applications and Practice: 14th International Conference, Uahci 2020, Held as Part of the 22nd Hci Int

ISBN-13: 9783030491079 / Angielski / Miękka / 2020 / 631 str.

Margherita Antona; Constantine Stephanidis
cena 201,72 zł
(netto: 192,11 VAT:  5%)

Najniższa cena z 30 dni: 192,74 zł
Termin realizacji zamówienia:
ok. 22 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!
Kategorie:
Informatyka
Kategorie BISAC:
Computers > User Interfaces
Computers > Information Theory
Computers > Electronic Commerce (see also headings under Business & Economics - E-Comme
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9783030491079
Rok wydania:
2020
Wydanie:
2020
Ilość stron:
631
Waga:
0.90 kg
Wymiary:
23.39 x 15.6 x 3.38
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

Using Augmented Reality Technology with Serial Learning Framework to Develop a Serial Social Story Situation Board Game System for Children with Autism to Improve Social Situation Understanding and Social Reciprocity Skills.- Using Augmented Reality and Concept Mapping to Improve Ability to Master Social Relationships and Social Reciprocity for Children with Autism Spectrum Disorder.- Applying the Game mode and Teaching strategies of Computational Thinking to the Improvement of Social skills Training for Children with Autism Spectrum Disorders.- Process for a Technology Design Model Promoting Active Participation of End Users with Neurodevelopmental Disorders: Achievements and Pitfalls.- The STORM Project: Using Video Game to Promote Completion of Morning Routine for Children With Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder.- A Case Study about Usability, User Experience and Accessibility Problems of Deaf Users with Assistive Technologies.- ArSign: Toward a Mobile Based Arabic Sign Language Translator Using LMC.- Digital Accessibility in the Education of the Deaf in Greece.- Participatory Design Workshops for Adapting a Form for Deaf Respondents.- A Methodology for Assessing Translation Quality Generated by Sign Language Machine Translators: A Case Study with Vlibras.- Interest and Requirements for Sound-Awareness Technologies among Deaf and Hard-of-Hearing Users of Assistive Listening Devices.- Providing a Tangible and Visual Feedback of Affective States Self-Expressions.- Accessible Computer Science for K-12 Students with Hearing Impairments.- Competencies for Educators in delivering Digital Accessibility in Higher Education.- My A+ Math: Teaching Math to Students with Vision Impairment.- Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and The Walking Dead.- METUIGA “Methodology for the Design of Systems based on Tangible User Interfaces and Gamification Techniques” - Case Study: Teaching Geometry in Children with Visual Problems.- Makerspaces for Inclusive Education.- Situated Ability: A Case from Higher Education on Digital Learning Environments.- Digital Skills for People with Disabilities in a Learning and Demonstration Experience Laboratory - The project „Emscher-Lippe hoch 4”.- Digitally-Supported Inclusive Vocational Education - Conceptual Considerations for the Hotel and Restaurant Industry.- Design of a Tangible Programming Tool for Students with Visual Impairments and Low Vision.- Accessible Learning Management Systems in Higher Education.- Open Government Data through the Lens of Universal Design.- Cultural Inclusion and Access to Technology: Bottom-up Perspectives on Copyright Law and Policy in Norway.- The Information Repertoire of People with Disabilities.- Startups.- I Can’t Do It, They Say! – Perceived Stigmatization Experiences of People with Intellectual Disabilities when Using and Accessing the Internet.- Service Design for Accessible Tourism.- Homebased Telework as a Tool for Inclusion? A Literature Review of Telework, Disabilities and Work-Life Balance.- Travel Service Design for the Visually Impaired: User Experience from Combining Real Human Assistants and AI Devices in An Appropriate Proportion .- The Influence of Social Networking Technology on Centennials Purchase Intent.- Effects of Cognitive Consistency in Microtask Design with only Auditory Information.- Assistive Technology for the Visually Impaired: Optimizing Frame Rate (Freshness) to Improve the Performance of Real-time Objects Detection Application.- Affective Computing and Loneliness: How this Approach could Improve a Support System.- A Preliminary Investigation Towards the Application of Facial Expression Analysis to Enable an Emotion-Aware Car Interface.- Research on the Visually Impaired Individuals Shopping with Artificial Intelligence Image Recognition Assistance.- Single Image-Based Food Volume Estimation Using Monocular Depth-Prediction Networks.- On the Allocation of Resources in Sensor Clouds Under the Se-aaS Paradigm.- Applications of Speaker Identification for Universal Access.- Smartphone Navigation Support for Blind and Visually Impaired People - A Comprehensive Analysis of Potentials and Opportunities.- Designing System Architecture for the Catering Management System of Chang Gung Health and Culture Village.- Efficient Small-Scale Network for Room Layout Estimation.- Low-Resolution Retinal Image Vessel Segmentation.




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