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Universal Access in Human-Computer Interaction. User and Context Diversity

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Cover of 'Universal Access in Human-Computer Interaction. User and Context Diversity'

Table of Contents

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    Book Overview
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    Chapter 1 Analysing Visual Representations of Adult Online Learning Across Formats
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    Chapter 2 Educational Robots and Their Control Interfaces: How Can We Make Them More Accessible for Special Education?
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    Chapter 3 Emotion Analysis Platform to Investigate Student-Teacher Interaction
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    Chapter 4 A Systematic Mapping of MathML-Enabled Editors for Users with Visual Impairment
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    Chapter 5 Helping Students with Motor Impairments Program via Voice-Enabled Block-Based Programming
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    Chapter 6 The Impact of Accessing Mechanisms for Group Collaboration for Students in Higher Education
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    Chapter 7 Drawing and Understanding Diagrams: An Accessible Approach Dedicated to Blind People
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    Chapter 8 Improving Accessibility and Personalisation for HE Students with Disabilities in Two Countries in the Indian Subcontinent - Initial Findings
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    Chapter 9 Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming
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    Chapter 10 JLoad: An Accessible Learning Object to Support Hearing Impaired in Learning Java Programming
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    Chapter 11 Accessible Videos in Higher Education – Lost in Translation?!
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    Chapter 12 Integrating Machine Learning with Augmented Reality for Accessible Assistive Technologies
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    Chapter 13 Automated Generation of Digital Twin in Virtual Reality for Interaction with Specific Nature Ecosystem
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    Chapter 14 HMD Eye-Tracking Measurement of Miniature Eye Movement Toward VR Image Navigation
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    Chapter 15 A Methodology for the Co-design of Shared VR Environments with People with Intellectual Disabilities: Insights from the Preparation Phase
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    Chapter 16 Leveraging Virtual Reality and Machine Learning as Mediated Learning Tools for Social Skill Development in Learners with Autism Spectrum Condition
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    Chapter 17 Designing AI-Support VR by Self-supervised and Initiative Selective Supports
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    Chapter 18 A New Approach to Assist Virtual Image Accessibility for Visually Impaired People
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    Chapter 19 Elicitation of Requirements for Extended Reality Generation Considering Universal Design for Learning and User-Centered Design for People with Disabilities
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    Chapter 20 Hoope Project: User-Centered Design Process Applied in the Implementation of Augmented Reality for Children with ASD
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    Chapter 21 A User Evaluation Study of Augmented and Virtual Reality Tools for Training and Knowledge Transfer
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    Chapter 22 EducationalGames: Web Application for Serious Games for Children with Dyslexia and ADHD
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    Chapter 23 Tangible Interfaces Applied in the Development of Literacy in Children with Down Syndrome
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    Chapter 24 Coping with Autism Spectrum Disorder Adolescents’ Emotional Suppression with a “One-Bit” Interactive Device
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    Chapter 25 Metahumans: Using Facial Action Coding in Games to Develop Social and Communication Skills for People with Autism
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    Chapter 26 Towards Explainable and Privacy-Preserving Artificial Intelligence for Personalisation in Autism Spectrum Disorder
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    Chapter 27 Accessibility Criteria for an Inclusive Museum for People with Learning Disabilities: A Review
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    Chapter 28 Explainable Multimodal Machine Learning for Engagement Analysis by Continuous Performance Test
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    Chapter 29 Digital Means for Increased Vocational Participation of People with Intellectual Disabilities
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    Chapter 30 Design of a Virtual Task to Understand the Nature of Collaboration Between Autistic and Neurotypical Adults in Workplace Using Multimodal Data
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    Chapter 31 Methodology for Co-designing Learning Patterns in Students with Intellectual Disability for Learning and Assessment of Numeracy and Communication Skills
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    Chapter 32 Design with Caregivers: Enhancing Social Interaction for Children with Down Syndrome
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    Chapter 33 D-Braille: A Digital Learning Application for People with Low Vision
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    Chapter 34 The Role of Technology for the Inclusion of People with Visual Impairments in the Workforce
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    Chapter 35 LiDAR-Based Obstacle Detection and Distance Estimation in Navigation Assistance for Visually Impaired
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    Chapter 36 An Exploratory Study on the Low Adoption Rate of Smart Canes
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    Chapter 37 A Software Architecture for a Personalized and Context-Aware Indoor Navigation System
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    Chapter 38 Enhancing the Blind and Partially Sighted Visitors’ Experience in Museums Through Integrating Assistive Technologies, Multisensory and Interactive Approaches
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    Chapter 39 Geometric Thinking and Learning Through Educational Video Gaming in Learners with Visual Disabilities
Attention for Chapter 32: Design with Caregivers: Enhancing Social Interaction for Children with Down Syndrome
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Chapter title
Design with Caregivers: Enhancing Social Interaction for Children with Down Syndrome
Chapter number 32
Book title
Universal Access in Human-Computer Interaction. User and Context Diversity
Published by
Springer, Cham, January 2022
DOI 10.1007/978-3-031-05039-8_32
Book ISBNs
978-3-03-105038-1, 978-3-03-105039-8
Authors

Zhang, Han, Sun, Xu, Yao, Cheng, Zhang, Yanhui, Wang, Qingfeng, Lei, Ning

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Mendeley readers

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Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 1 100%
Readers by discipline Count As %
Medicine and Dentistry 1 100%