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Computers Helping People with Special Needs

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Cover of 'Computers Helping People with Special Needs'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Digital Accessibility: Readability and Understandability
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    Chapter 2 Overlay Tools as a Support for Accessible Websites – Possibilities and Limitations
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    Chapter 3 Digital Authentication and Dyslexia: A Survey of the Problems and Needs of Dyslexia People
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    Chapter 4 Rethinking Alt Text to Improve Its Effectiveness
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    Chapter 5 Password Challenges for Older People in China and the United Kingdom
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    Chapter 6 Digital Authentication for Visually Disabled People: Initial Results of an Online Survey
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    Chapter 7 Layered Audio Descriptions for Videos
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    Chapter 8 Serious and Fun Games
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    Chapter 9 Accessibility Improvement of Leisure Sports “Mölkky” for Visually Impaired Players Using AI Vision
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    Chapter 10 GoalBaural-II: An Acoustic Virtual Reality Training Application for Goalball Players to Recognize Various Game Conditions
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    Chapter 11 Comparison of Guidelines for the Accessible Design of Augmented Reality Applications
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    Chapter 12 Internet of Things – Services and Applications for People with Disabilities and Elderly Persons
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    Chapter 13 Home Automation System Controlled Through Brain Activity
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    Chapter 14 BUZZBAND: A Vibrating Wristband for Hearing-Impaired Elderly People
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    Chapter 15 Hands-Free Interaction Methods for Smart Home Control with Google Glass
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    Chapter 16 Ontenna: Design and Social Implementation of Auditory Information Transmission Devices Using Tactile and Visual Senses
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    Chapter 17 Usability Study of Tactile and Voice Interaction Modes by People with Disabilities for Home Automation Controls
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    Chapter 18 Universal Access Panel: A Novel Approach for Accessible Smart Homes and IoT
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    Chapter 19 Technologies for Inclusion and Participation at Work and in Everyday Activities
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    Chapter 20 A Review on Technological Solutions Supporting People with Dementia in the Activity of Dressing
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    Chapter 21 Testing an Augmented Reality Learning App for People with Learning Difficulties in Vocational Training in Home Economics – Central Results of the Project LernBAR (Learning Based on Augmented Reality)
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    Chapter 22 Working from Home in the COVID-19 Pandemic - Which Technological and Social Factors Influence the Working Conditions and Job Satisfaction of People with Disabilities?
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    Chapter 23 Remote Working: A Way to Foster Greater Inclusion and Accessibility?
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    Chapter 24 Robotic and Virtual Reality Technologies for Children with Disabilities and Older Adults
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    Chapter 25 Creating a Robot-Supported Education Solution for Children with Autism Spectrum Disorder
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    Chapter 26 A Wizard of Oz Interface with Qtrobot for Facilitating the Handwriting Learning in Children with Dysgraphia and Its Usability Evaluation
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    Chapter 27 POWERUP: A 3D-Printed Exoskeleton and Serious Games for the Rehabilitation of Children with Motor Disabilities
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    Chapter 28 Visual Impairment Sensitization: Co-Designing a Virtual Reality Tool with Sensitization Instructors
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    Chapter 29 Assessing Professional Caregivers’ Intention to Use and Relatives’ Support of Use for a Mobile Service Robot in Group Therapy for Institutionalized People with Dementia – A Standardized Assessment Using an Adapted Version of UTAUT
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    Chapter 30 Development, Evaluation and Assessment of Assistive Technologies
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    Chapter 31 A Model to Represent Knowledge about Assistive Products
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    Chapter 32 Buddy - A Personal Companion to Match People with Cognitive Disabilities and AT
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    Chapter 33 Towards an Inclusive Co-design Toolkit: Perceptions and Experiences of Co-design Stakeholders
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    Chapter 34 Evaluating a Visual Mobile Banking App for Users with Low Subjective Numeracy
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    Chapter 35 How to Ensure Continuity of AT Assessment Services for Frail People in Times of Pandemics: An Italian Experience
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    Chapter 36 Communication Styles as Challenges for Participatory Design Process Facilitators Working with Young People with Additional Needs in a Residential Care Setting
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    Chapter 37 ICT to Support Inclusive Education - Universal Learning Design (ULD)
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    Chapter 38 Simulating the Answering Process of Dyslexic Students for Audio Versions of the Common Test for University Admissions
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    Chapter 39 Gauging Awareness of Accessibility in Open Educational Resources
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    Chapter 40 Usability of an Accessible Learning Platform – Lessons Learned
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    Chapter 41 Assessment Requirements of Disabled Students in Higher Education
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    Chapter 42 Video Screen Commentary System Supporting Online Learning of Visually Impaired Students
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    Chapter 43 Inclusive Education Going Digital: The Education of “Digital Scouts”
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    Chapter 44 A Multidisciplinary Approach for the Designing and Realization of Customized High Performance Prostheses by Continuous Fiber Additive Manufacturing
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    Chapter 45 Mechanical Arm for Soft Exoskeleton Testing
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    Chapter 46 Hybrid Manufacturing of Upper-Limb Prosthesis Sockets with Improved Material Properties
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    Chapter 47 Sensor-Based Task Ergonomics Feedback for a Passive Low-Back Exoskeleton
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    Chapter 48 Implementation and Evaluation of a Control System for a Hand Exoskeleton on Mobile Devices
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    Chapter 49 Design and Administration of a Questionnaire for the User-Centered Design of a Novel Upper-Limb Assistive Device for Brachial Plexus Injury and Post-stroke Subjects
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    Chapter 50 Multimodal Wearable System for Motor Rehabilitation: Usability and Acceptability
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    Chapter 51 Training with a Mobile FES-cycling System: A Case Study with a Spinal Cord Injured Pilot to Investigate Performances Optimization
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    Chapter 52 Towards an Ontology-Based Decision Support System to Support Car-Reconfiguration for Novice Wheelchair Users
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    Chapter 53 A Model-Based Framework for the Selection of Mechatronic Components of Wearable Robots: Preliminary Design of an Active Ankle-Foot Prosthesis
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    Chapter 54 Pointing Gestures for Human-Robot Interaction in Service Robotics: A Feasibility Study
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    Chapter 55 Assessment of the Usability of an Innovative Assistive Swimsuit
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    Chapter 56 Design of a Car Simulator to Assess Driving Capabilities in People with Disability
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    Chapter 57 Mixed Reality as Assistive Technology: Guidelines Based on an Assessment of Residual Functional Vision in Persons with Low Vision
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    Chapter 58 Characterization of the Response of Fiber Bragg Grating Sensors Embedded in 3D Printed Continuous Fiberglass Reinforced Composite for Biomedical Applications
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    Chapter 59 Assistive Technologies and Inclusion for Older People
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    Chapter 60 Ageism and Sexism Amongst Young Technicians and Older People in China
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    Chapter 61 Ageism in Design: Accessibility Without User Experience?
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    Chapter 62 Addressing Privacy Concerns in Depth Sensors
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    Chapter 63 Assessing the Outcome of Mobility Assistive Technology (OMAT) in Daily Living: Preliminary Results in an Italian Sample
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    Chapter 64 Correction to: Computers Helping People with Special Needs
Attention for Chapter 9: Accessibility Improvement of Leisure Sports “Mölkky” for Visually Impaired Players Using AI Vision
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Chapter title
Accessibility Improvement of Leisure Sports “Mölkky” for Visually Impaired Players Using AI Vision
Chapter number 9
Book title
Computers Helping People with Special Needs
Published by
Springer, Cham, January 2022
DOI 10.1007/978-3-031-08645-8_9
Book ISBNs
978-3-03-108644-1, 978-3-03-108645-8
Authors

Kobayashi, Makoto, Suzuki, Takuya

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The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
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Mendeley readers

The data shown below were compiled from readership statistics for 3 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 3 100%

Demographic breakdown

Readers by professional status Count As %
Unknown 3 100%
Readers by discipline Count As %
Social Sciences 1 33%
Unknown 2 67%