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Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being

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Cover of 'Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being'

Table of Contents

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    Book Overview
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    Chapter 1 Criteria for Designing Blended Learning Materials for Inclusive Education: Perspectives of Teachers and Producers
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    Chapter 2 Interaction Design of Digital Teaching Improves Teaching and Learning Effectiveness
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    Chapter 3 Exploring the Interactivity Issues of the Stereoscopic 3D Systems for Design Education
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    Chapter 4 Enhancing Blended Environments Through Fuzzy Cognitive Mapping of LMS Users’ Quality of Interaction: The Rare and Contemporary Dance Paradigms
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    Chapter 5 Once Upon a Tablet: A School Toy in the Making
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    Chapter 6 AfterNext: Decoding the Future of Higher Education in 2030
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    Chapter 7 From Trebizond to Al-Andalus: Visualizing the Late Medieval Mediterranean
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    Chapter 8 STEM Scalable Model for Enhancing Secondary and Postsecondary Student On-Line Services
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    Chapter 9 A TUI-Based Storytelling for Promoting Inclusion in the Preschool Classroom
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    Chapter 10 Delivering User-Centered Content on an Inclusive Mobile Platform: How to Produce It and Use It!
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    Chapter 11 Preparing All Students for 21st Century College and Careers
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    Chapter 12 Universal Access to Media and the California Community Colleges Online Education Initiative
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    Chapter 13 How Competency-Based Education Can Fulfill the Promise of Educational Technology
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    Chapter 14 Leveraging Virtual Worlds for Electronic Mentoring
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    Chapter 15 Integrating Motion-Capture Augmented Reality Technology as an Interactive Program for Children
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    Chapter 16 A JBrick: Accessible Robotics Programming for Visually Impaired Users
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    Chapter 17 Effects of Superimposing Salient Graphics on Learning Material
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    Chapter 18 Determining the Efficacy of Communications Technologies and Practices to Broaden Participation in Education: Insights from a Theory of Change
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    Chapter 19 Enhancing Students’ Motivation to Learn Software Engineering Programming Techniques: A Collaborative and Social Interaction Approach
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    Chapter 20 Guidelines for Designing Accessible Digital (Text) Books: The Italian Case
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    Chapter 21 The Evolution of an Online Approach to Preparing Young Students with Disabilities for College and Careers
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    Chapter 22 The Promise and Pitfalls of Virtual Worlds to Enhance STEM Education Success: Summary of the GSAA BreakThru Model
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    Chapter 23 Quality Analysis of Polish Universities Based on POE Method - Description of Research Experiences
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    Chapter 24 E-mentoring Supports for Improving the Persistence of Underrepresented Students in On-line and Traditional Courses
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    Chapter 25 Comparison Research Between ICT-Based Design and Traditional Design for Hearing Impaired Children
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    Chapter 26 Haptics-Enabled Surgical Training System with Guidance Using Deep Learning
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    Chapter 27 A Goal- and Context-Driven Approach in Mobile Period Tracking Applications
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    Chapter 28 Unforeseen Challenges
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    Chapter 29 Rehabilitation of Balance-Impaired Stroke Patients Through Audio-Visual Biofeedback
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    Chapter 30 Speech Driven by Artificial Larynx: Potential Advancement Using Synthetic Pitch Contours
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    Chapter 31 Multimodal Feedback for Balance Rehabilitation
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    Chapter 32 A Virtual Reality System for Occupational Therapy with Hand Motion Capture and Force Feedback
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    Chapter 33 Methodology for Evaluating the Usability of Public Equipment for Physical Activity: An Approach to Interface with Blind and Low Vision Individuals
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    Chapter 34 Virtual Liver Surgical Simulator by Using Z-Buffer for Object Deformation
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    Chapter 35 Fashion Design for Health: A Multidisciplinary Approach
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    Chapter 36 Smart Mirror Where I Stand, Who Is the Leanest in the Sand?
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    Chapter 37 A Virtual Reality Lower-Back Pain Rehabilitation Approach: System Design and User Acceptance Analysis
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    Chapter 38 ‘Weather’ Wearable System: A Design Exploration to Facilitate the Collaboration and Communication with Chronic Pain Patients
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    Chapter 39 The Benefits of Haptic Feedback in Telesurgery and Other Teleoperation Systems: A Meta-Analysis
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    Chapter 40 An Evaluation Method of Educational Computer Games for Deaf Children Based on Design Guidelines
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    Chapter 41 Resonance: An Interactive Tabletop Artwork for Co-located Group Rehabilitation and Play
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    Chapter 42 Increasing Super Pop $$VR^{TM}$$ V R T M Users’ Intrinsic Motivation by Improving the Game’s Aesthetics
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    Chapter 43 Games for Change: The Strategic Design of Interactive Persuasive Systems
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    Chapter 44 Developing a Digital Game for Domestic Stroke Patients’ Upper Extremity Rehabilitation – Design and Usability Assessment
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    Chapter 45 An Integrated Playful Music Learning Solution
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    Chapter 46 A Game-like Application for Dance Learning Using a Natural Human Computer Interface
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    Chapter 47 Augmentation of Board Games Using Smartphones
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    Chapter 48 Games Accessibility for Deaf People: Evaluating Integrated Guidelines
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    Chapter 49 Enhancing Self-Motivation Through Design of an Accessible Math App for Children with Special Needs
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    Chapter 50 The Use of Multisensory User Interfaces for Games Centered in People with Cerebral Palsy
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    Chapter 51 SPELTRA: A Robotic Assistant for Speech-and-Language Therapy
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    Chapter 52 Multimodal Videogames for the Cognition of People Who Are Blind: Trends and Issues
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    Chapter 53 Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers
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    Chapter 54 Gaze Interaction and Gameplay for Generation Y and Baby Boomer Users
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    Chapter 55 Ludic Educational Game Creation Tool: Teaching Schoolers Road Safety
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    Chapter 56 Employing Ambient Intelligence Technologies to Adapt Games to Children’s Playing Maturity
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    Chapter 57 Augmenting Speech-Language Rehabilitation with Brain Computer Interfaces: An Exploratory Study Using Non-invasive Electroencephalographic Monitoring
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    Chapter 58 Usability Heuristics for the Design of Interactive Attention Assessment and Rehabilitation Technologies
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    Chapter 59 The Effect of Dyslexia on Searching Visual and Textual Content: Are Icons Really Useful?
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    Chapter 60 Defining an Interaction Model for Users with Autism: Towards an Autistic User Model
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    Chapter 61 Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments
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    Chapter 62 Toward a Piano Lesson System that Gives People with Reduced Cognitive Functioning a Sense of Accomplishment
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    Chapter 63 Jurojin: Designing a GPS Device for People Living with Dementia
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    Chapter 64 Understanding and Improving Collaborative Skills Among Individuals with ASD in a Distributed Virtual Environment
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    Chapter 65 Presence of Autism Spectrum Disorders in University Students: Implications for Education and HCI
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    Chapter 66 A Virtual Reality Driving Environment for Training Safe Gaze Patterns: Application in Individuals with ASD
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    Chapter 67 Digital Play Therapy for Children with Developmental Disorders
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    Chapter 68 Multimodal Fusion for Cognitive Load Measurement in an Adaptive Virtual Reality Driving Task for Autism Intervention
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    Chapter 69 Design of a Computer-Assisted System for Teaching Attentional Skills to Toddlers with ASD
Overall attention for this book and its chapters
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Title
Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being
Published by
Springer International Publishing, July 2015
DOI 10.1007/978-3-319-20684-4
ISBNs
978-3-31-920683-7, 978-3-31-920684-4
Editors

Antona, Margherita, Stephanidis, Constantine

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 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 133 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 2 2%
Colombia 1 <1%
Turkey 1 <1%
South Africa 1 <1%
Indonesia 1 <1%
Spain 1 <1%
United States 1 <1%
Unknown 125 94%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 32 24%
Student > Master 31 23%
Researcher 17 13%
Student > Bachelor 10 8%
Other 9 7%
Other 23 17%
Unknown 11 8%
Readers by discipline Count As %
Computer Science 47 35%
Engineering 16 12%
Psychology 14 11%
Social Sciences 11 8%
Design 10 8%
Other 20 15%
Unknown 15 11%