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Universal Access in Human-Computer Interaction. Users Diversity : 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings…

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Cover of 'Universal Access in Human-Computer Interaction. Users Diversity : 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Standardizing User Models
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    Chapter 2 Integral Model of the Area of Reaches and Forces of a Disabled Person with Dysfunction of Lower Limbs as a Tool in Virtual Assessment of Manipulation Possibilities in Selected Work Environments
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    Chapter 3 Modeling the Role of Empathic Design Engaged Personas: An Emotional Design Approach
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    Chapter 4 Accessible UI Design and Multimodal Interaction through Hybrid TV Platforms: Towards a Virtual-User Centered Design Framework
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    Chapter 5 Modelling Cognitive Impairment to Improve Universal Access
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    Chapter 6 Integrating Human Modeling and Simulation with the Persona Method
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    Chapter 7 User Modeling through Unconscious Interaction with Smart Shop
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    Chapter 8 Supporting Inclusive Design of User Interfaces with a Virtual User Model
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    Chapter 9 Virtual User Concept for Inclusive Design of Consumer Products and User Interfaces
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    Chapter 10 Modeling Users for Adaptive Semantics Visualizations
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    Chapter 11 An Investigation of a Personas-Based Model Assessment for Experiencing User-Centred Design
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    Chapter 12 Numerical Analysis of Geometrical Features of 3D Biological Objects, for Three-Dimensional Biometric and Anthropometric Database
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    Chapter 13 Designing Interactive Pill Reminders for Older Adults: A Formative Study
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    Chapter 14 Older User Errors in Handheld Touchscreen Devices: To What Extent Is Prediction Possible?
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    Chapter 15 Affective Technology for Older Adults: Does Fun Technology Affect Older Adults and Change Their Lives?
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    Chapter 16 Muntermacher – “Think and Move” Interface and Interaction Design of a Motion-Based Serious Game for the Generation Plus
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    Chapter 17 Preliminary Framework for Studying Self-reported Data in Electronic Medical Records within a Continuing Care Retirement Community
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    Chapter 18 Using Motion-Sensing Remote Controls with Older Adults
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    Chapter 19 Design Lessons for Older Adult Personal Health Records Software from Older Adults
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    Chapter 20 Design and Development a Social Networks Platform for Older People
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    Chapter 21 In Search of Information on Websites: A Question of Age?
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    Chapter 22 Preliminary Findings of an Ethnographical Research on Designing Accessible Geolocated Services with Older People
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    Chapter 23 An Experiment for Motivating Elderly People with Robot Guided Interaction
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    Chapter 24 Connecting Communities: Designing a Social Media Platform for Older Adults Living in a Senior Village
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    Chapter 25 A Telehealthcare System to Care for Older People Suffering from Metabolic Syndrome
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    Chapter 26 Narrating Past to Present: Conveying the Needs and Values of Older People to Young Digital Technology Designers
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    Chapter 27 Evaluating the Design, Use and Learnability of Household Products for Older Individuals
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    Chapter 28 Disable Workstation Development: A Multicompetence Approach to Human Behaviour Analysis
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    Chapter 29 Making Visual Maps Accessible to the Blind
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    Chapter 30 Untapped Markets in Cloud Computing: Perspectives and Profiles of Individuals with Intellectual and Developmental Disabilities and Their Families
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    Chapter 31 Patient-Centered Design: Interface Personalization for Individuals with Brain Injury
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    Chapter 32 An Information Theoretic Mouse Trajectory Measure
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    Chapter 33 Comparative Study between AZERTY-Type and K-Hermes Virtual Keyboards Dedicated to Users with Cerebral Palsy
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    Chapter 34 New Trends in Non-visual Interaction - Sonification of Maps
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    Chapter 35 Opportunities in Cloud Computing for People with Cognitive Disabilities: Designer and User Perspective
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    Chapter 36 Adaptive Mouse-Replacement Interface Control Functions for Users with Disabilities
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    Chapter 37 A-Cross: An Accessible Crossword Puzzle for Visually Impaired Users
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    Chapter 38 Access-a-WoW: Building an Enhanced World of Warcraft TM UI for Persons with Low Visual Acuity
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    Chapter 39 Audiopolis, Navigation through a Virtual City Using Audio and Haptic Interfaces for People Who Are Blind
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    Chapter 40 Implications of Cloud Computing for People with Cognitive Disabilities
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    Chapter 41 Website Design and Usability Assessment Implications from a Usability Study with Visually Impaired Users
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    Chapter 42 Disabled Youth in Sport Rivalry: What are the Trends – Virtual or Real Competition?
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    Chapter 43 Advances in Game Accessibility from 2005 to 2010
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    Chapter 44 Tactics Choice Behaviors Represented in a Programming Language in the Map Tracing Problems
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    Chapter 45 Age-Related Accessibility Biases in Pass-Face Recognition
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    Chapter 46 Affective Climate of Workplace and Its Contributing Factors
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    Chapter 47 Learning Culture-Specific Dialogue Models from Non Culture-Specific Data
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    Chapter 48 Dialog Behaviors across Culture and Group Size
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    Chapter 49 Life in Affective Reality: Identification and Classification of Smiling in Early Childhood
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    Chapter 50 Investigation of Users’ Reactions toward Various Kinds of Artificial Agents: Comparison of an Robotic Agent with an On-screen Agent
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    Chapter 51 Sense of Presence in a Robotic Telepresence Domain
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    Chapter 52 Exploration of the Cultural Image of Chinese Form Using Culture Identity Design
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    Chapter 53 Museum Exhibit Content Recommendation and Guidance System Focusing on Experience Design
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    Chapter 54 General Factors That Elicit Human Affect across Countries
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    Chapter 55 Affective Technology through Affective Management
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    Chapter 56 Do Hedonic and Eudaimonic Well-Being of Online Shopping Come from Daily Life Experience?
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    Chapter 57 Eye Tracking and Universal Access: Three Applications and Practical Examples
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    Chapter 58 Interpreting 3D Faces for Augmented Human-Computer Interaction
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    Chapter 59 Social Environments, Mixed Communication and Goal-Oriented Control Application Using a Brain-Computer Interface
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    Chapter 60 Tactile Hand Gesture Recognition through Haptic Feedback for Affective Online Communication
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    Chapter 61 Gesture-Based User Interfaces for Public Spaces
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    Chapter 62 Towards Standardized User and Application Interfaces for the Brain Computer Interface
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    Chapter 63 Head Movements, Facial Expressions and Feedback in Danish First Encounters Interactions: A Culture-Specific Analysis
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    Chapter 64 EEG-Based Personalized Digital Experience
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    Chapter 65 Perspectives on User Experience Evaluation of Brain-Computer Interfaces
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    Chapter 66 BCIs in Multimodal Interaction and Multitask Environments: Theoretical Issues and Initial Guidelines
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    Chapter 67 Fitts’ Law in Bivariate Pointing on Large Touch Screens: Age-Differentiated Analysis of Motion Angle Effects on Movement Times and Error Rates
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    Chapter 68 Adaboost with SVM-Based Classifier for the Classification of Brain Motor Imagery Tasks
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    Chapter 69 AVIN (Assisted Visual Interactive Notepad): A Novel Interface Design to Expedite the Eye Writing Experience
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    Chapter 70 Online BCI Implementation of High-Frequency Phase Modulated Visual Stimuli
Overall attention for this book and its chapters
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Title
Universal Access in Human-Computer Interaction. Users Diversity : 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II
Published by
Springer Science & Business Media, June 2011
DOI 10.1007/978-3-642-21663-3
ISBNs
978-3-64-221662-6, 978-3-64-221663-3
Authors

Stephanidis, Constantine

Editors

Stephanidis, Constantine, Stephanidis, Constantine

X Demographics

X Demographics

The data shown below were collected from the profiles of 9 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 14 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 7%
Norway 1 7%
Unknown 12 86%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 50%
Student > Doctoral Student 2 14%
Student > Master 1 7%
Researcher 1 7%
Professor > Associate Professor 1 7%
Other 0 0%
Unknown 2 14%
Readers by discipline Count As %
Computer Science 6 43%
Engineering 3 21%
Social Sciences 2 14%
Psychology 1 7%
Unknown 2 14%