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Universal Access in Ambient Intelligence Environments

Overview of attention for book
Cover of 'Universal Access in Ambient Intelligence Environments'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 From Human–Computer Interaction to Human–Environment Interaction: Ambient Intelligence and the Disappearing Computer
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    Chapter 2 Human Computer Confluence
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    Chapter 3 A Customizable Camera-Based Human Computer Interaction System Allowing People with Disabilities Autonomous Hands-Free Navigation of Multiple Computing Tasks
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    Chapter 4 Interactive TV Design That Blends Seamlessly with Everyday Life
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    Chapter 5 Hybrid Knowledge Modeling for Ambient Intelligence
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    Chapter 6 Setup Consistent Visual Textures for Haptic Surfaces in a Virtual Reality World
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    Chapter 7 Alice Through the Inter-face Electronic Mirrors as Human-Computer-Interface
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    Chapter 8 Elderly Users in Ambient Intelligence: Does an Avatar Improve the Interaction?
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    Chapter 9 Barriers of Information Access in Small Screen Device Applications: The Relevance of User Characteristics for a Transgenerational Design
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    Chapter 10 Designing Intelligent Tutors to Adapt Individual Interaction
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    Chapter 11 User Profiles for Adapting Speech Support in the Opera Web Browser to Disabled Users
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    Chapter 12 A Context Model for Context-Aware System Design Towards the Ambient Intelligence Vision: Experiences in the eTourism Domain
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    Chapter 13 Applying the MVC Pattern to Generated User Interfaces with a Focus on Audio
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    Chapter 14 Scenarios for Personalized Accessible Multimedia Messaging Services
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    Chapter 15 Lessons from Ambient Intelligence Prototypes for Universal Access and the User Experience
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    Chapter 16 Automatic Evaluation of Mobile Web Accessibility
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    Chapter 17 A Participatory Evaluation Method of Graphic User Interface Storyboards: FAST AIDE (Function Annotated Storyboards Targeting Applicability, Importance, Design, Elaborations)
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    Chapter 18 Addressing the Challenges of Inclusive Design: A Case Study Approach
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    Chapter 19 Defining Acceptable Levels of Accessibility
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    Chapter 20 Combined User Physical, Physiological and Subjective Measures for Assessing User Cost
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    Chapter 21 User Interfaces for Persons with Deafblindness
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    Chapter 22 Display Characteristics Affect Users’ Emotional Arousal in 3D Games
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    Chapter 23 User Interfaces for Pervasive Games: Experiences of a Formative Multi-method Evaluation and Its Implications for System Development
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    Chapter 24 Mobile Messenger for the Blind
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    Chapter 25 Subway Mobility Assistance Tools for Blind Users
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    Chapter 26 An Accessible Multimodal Pong Game Space
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    Chapter 27 Web Compliance Management: Barrier-Free Websites Just by Simply Pressing the Button? Accessibility and the Use of Content-Management-Systems
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    Chapter 28 Inclusive Design of Ambient Knowledge Transfer
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    Chapter 29 Web Mediators for Accessible Browsing
Overall attention for this book and its chapters
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About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

patent
2 patents

Citations

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2 Dimensions

Readers on

mendeley
30 Mendeley
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Title
Universal Access in Ambient Intelligence Environments
Published by
Lecture notes in computer science, January 2007
DOI 10.1007/978-3-540-71025-7
ISBNs
978-3-54-071024-0, 978-3-54-071025-7
Editors

Constantine Stephanidis, Michael Pieper

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 30 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Argentina 1 3%
Unknown 29 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 5 17%
Researcher 4 13%
Student > Bachelor 3 10%
Student > Ph. D. Student 3 10%
Professor > Associate Professor 2 7%
Other 2 7%
Unknown 11 37%
Readers by discipline Count As %
Computer Science 13 43%
Psychology 3 10%
Social Sciences 1 3%
Engineering 1 3%
Design 1 3%
Other 0 0%
Unknown 11 37%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 20 June 2012.
All research outputs
#7,523,962
of 22,961,203 outputs
Outputs from Lecture notes in computer science
#2,489
of 8,137 outputs
Outputs of similar age
#42,466
of 157,510 outputs
Outputs of similar age from Lecture notes in computer science
#31
of 59 outputs
Altmetric has tracked 22,961,203 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,137 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 54% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 157,510 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 17th percentile – i.e., 17% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 59 others from the same source and published within six weeks on either side of this one. This one is in the 32nd percentile – i.e., 32% of its contemporaries scored the same or lower than it.