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Human Factors in Computing and Informatics

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Cover of 'Human Factors in Computing and Informatics'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Design and Development Methodology for the Emotional State Estimation of Verbs
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    Chapter 2 Automatic Recognition of the Unconscious Reactions from Physiological Signals
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    Chapter 3 Human Factors in Computing and Informatics
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    Chapter 4 Usability Evaluation of Configuration-Based API Design Concepts
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    Chapter 5 Monitoring Learning Activities in PLE Using Semantic Modelling of Learner Behaviour
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    Chapter 6 Back to User-Centered Usability Testing
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    Chapter 7 Comparing the Levels of Frustration between an Eye-Tracker and a Mouse: A Pilot Study
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    Chapter 8 Study of the Influence of Prototype Aesthetic Fidelity (A Realism Factor) in Usability Tests
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    Chapter 9 Exploiting Classical Bibliometrics of CSCW: Classification, Evaluation, Limitations, and the Odds of Semantic Analytics
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    Chapter 10 An Empirical Evaluation of a Usability Measurement Method in a Model Driven Framework
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    Chapter 11 The Impact of User Diversity on the Willingness to Disclose Personal Information in Social Network Services
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    Chapter 12 Practical Neurophysiological Analysis of Readability as a Usability Dimension
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    Chapter 13 Query Behavior: The Impact of Health Literacy, Topic Familiarity and Terminology
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    Chapter 14 MeD UD – A Process Reference Model for Usability Design in Medical Devices
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    Chapter 15 Dictionary of the Slovenian Sign Language on the WWW
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    Chapter 16 A Usability Requirements Analysis for Wireless Interaction and Connectivity for Elderly Hearing Aid Users
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    Chapter 17 Investigating an Accessible and Usable ePub Book via VoiceOver: A Case Study
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    Chapter 18 Route Descriptions in Advance and Turn-by-Turn Instructions - Usability Evaluation of a Navigational System for Visually Impaired and Blind People in Public Transport
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    Chapter 19 Elements of Play for Cognitive, Physical and Social Health in Older Adults
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    Chapter 20 Human Factors in Computing and Informatics
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    Chapter 21 A Preliminary Evaluation of a Participation-Centered Gameplay Experience Design Model
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    Chapter 22 Increase Physical Fitness and Create Health Awareness through Exergames and Gamification
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    Chapter 23 Design of a Game-Based Pre-hospital Resuscitation Training for First Responders
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    Chapter 24 The Resigned, the Confident, and the Humble: A Typology of Computer-Related Attribution Styles
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    Chapter 25 Next Generation Tele-Teaching: Latest Recording Technology, User Engagement and Automatic Metadata Retrieval
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    Chapter 26 Towards the Personalization of CAPTCHA Mechanisms Based on Individual Differences in Cognitive Processing
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    Chapter 27 Personality Influences on Etiquette Requirements for Social Media in the Work Context
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    Chapter 28 Role of Information Scent and Link Position in a Successful Navigation on Web
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    Chapter 29 The Minimal Group Paradigm in Virtual Teams
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    Chapter 30 “Atlas 2012” Augmented Reality: A Case Study in the Domain of Fine Arts
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    Chapter 31 Unfolding – A Library for Interactive Maps
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    Chapter 32 Improving Students’ Technical Skills Using Mobile Virtual Laboratory: Pilot Study of Assembly Language Input Methods for Touchscreen Devices
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    Chapter 33 Exploring the Adaptation to Learning Styles: The Case of AdaptiveLesson Module for Moodle
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    Chapter 34 Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education
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    Chapter 35 Towards Unification for Pointing Task Evaluation in 3D Desktop Virtual Environment
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    Chapter 36 Design Culture for Ageing Well: Designing for ‘Situated Elderliness’
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    Chapter 37 Towards Community-Based Co-creation
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    Chapter 38 Course and Perception of Ageing in Different Cultures Relevant for Intercultural HCI Design
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    Chapter 39 Memoryscape: Designing with Senior Citizens as Memory Meditation
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    Chapter 40 Design and Interaction in a Smart Gym: Cognitive and Bodily Mastering
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    Chapter 41 From Research to Design - Sketching a Game to Trigger Reminiscence in Older Adults
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    Chapter 42 kommTUi – A Design Process for a Tangible Communication Technology with Seniors
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    Chapter 43 Keeping “InTOUCH”: An Ongoing Co-design Project to Share Memories, Skills and Demands through an Interactive Table
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    Chapter 44 Assisting Lifestyles: “Laughing, Living and Learning”
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    Chapter 45 Human Factors in Computing and Informatics
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    Chapter 46 Designing Guiding Garments for People Affected by Dementias
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    Chapter 47 Towards Rapid Technology Probes for Senior People
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    Chapter 48 Towards an Acceptance Model for AAL
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    Chapter 49 Gestyboard 2.0: A Gesture-Based Text Entry Concept for High Performance Ten-Finger Touch-Typing and Blind Typing on Touchscreens
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    Chapter 50 On-Screen Marker Fields for Reliable Screen-to-Screen Task Migration
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    Chapter 51 Reading on eInk and Backlit LED – The Influence of Positive and Negative Contrast on Eye Movements
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    Chapter 52 Exploring Hand Posture for Smart Mobile Devices
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    Chapter 53 Pointing in the Air: Measuring the Effect of Hand Selection Strategies on Performance and Effort
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    Chapter 54 The Influence of Proactivity on Interactive Help Agents
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    Chapter 55 Platform-Aware Rich-Form Generation for Adaptive Systems through Code-Inspection
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    Chapter 56 Kinect Web Kiosk Framework
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    Chapter 57 Enhancement of Web Application Design of the Open Platform for Clinical Nutrition
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    Chapter 58 HDCMD: A Clustering Algorithm to Support Hand Detection on Multitouch Displays
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    Chapter 59 Augmentative Requirements Engineering for Trustworthy and Usable ICT-Based Services
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    Chapter 60 Research Goals for Evolving the ‘Form’ User Interface Metaphor towards More Interactivity
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    Chapter 61 Intentions: A Confident-Based Interaction Design for Smart Spaces
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    Chapter 62 Combining Spatial and Temporal Information of Eye Movements in Goal-Oriented Tasks
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    Chapter 63 Dyslexia Explorer: A Screening System for Learning Difficulties in the Arabic Language Using Eye Tracking
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    Chapter 64 An Analysis of Social Interaction between Older and Children: Augmented Reality Integration in Table Game Design
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    Chapter 65 Justification of User Profiles Based on the Mental Models’ Competency
Attention for Chapter 46: Designing Guiding Garments for People Affected by Dementias
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Chapter title
Designing Guiding Garments for People Affected by Dementias
Chapter number 46
Book title
Human Factors in Computing and Informatics
Published by
Springer, Berlin, Heidelberg, January 2013
DOI 10.1007/978-3-642-39062-3_46
Book ISBNs
978-3-64-239061-6, 978-3-64-239062-3
Authors

Britta Friederike Schulte, Schulte, Britta Friederike

Mendeley readers

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 %
Student > Ph. D. Student 2 67%
Unspecified 1 33%
Readers by discipline Count As %
Arts and Humanities 1 33%
Computer Science 1 33%
Design 1 33%