Universal Access in Human-Computer Interaction. Applications and Practice: 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II: Lecture Notes in Computer Science, cartea 12189
Editat de Margherita Antona, Constantine Stephanidisen Limba Engleză Paperback – 16 iun 2020
UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation;Intelligent Assistive Environments.
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Specificații
ISBN-13: 9783030491079
ISBN-10: 3030491072
Pagini: 1300
Ilustrații: XXVI, 631 p. 203 illus., 172 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.91 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3030491072
Pagini: 1300
Ilustrații: XXVI, 631 p. 203 illus., 172 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.91 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
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.