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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 A Holistic Decision Support Environment for Web Accessibility
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    Chapter 2 Certification in the Field of eAccessibility and eInclusion
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    Chapter 3 Correlating Navigation Barriers on Web 2.0 with Accessibility Guidelines
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    Chapter 4 A Public Barrier Tracker to Support the Web Accessibility Directive
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    Chapter 5 CrowdAE: A Crowdsourcing System with Human Inspection Quality Enhancement for Web Accessibility Evaluation
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    Chapter 6 Is Web-Based Computer-Aided Translation (CAT) Software Usable for Blind Translators?
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    Chapter 7 An Image-Based Visual Strategy for Working with Color Contrasts During Design
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    Chapter 8 Multilevel Accessibility Evaluation of Institutional Websites in Tunisia
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    Chapter 9 The Inaccessibility of Video Players
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    Chapter 10 Using Semi-supervised Group Sparse Regression to Improve Web Accessibility Evaluation
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    Chapter 11 On the Development of a Harmonized, User-Centered Terminology for Current and Upcoming ICT Devices, Services and Applications
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    Chapter 12 Can We Improve App Accessibility with Advanced Development Methods?
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    Chapter 13 Group-Based Expert Walkthroughs to Compensate for Limited Access to Target User Groups as in Case of Chronically Ill Patients
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    Chapter 14 Modular Human-Computer Interaction Platform on Mobile Devices for Distributed Development
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    Chapter 15 Review on Smart Solutions for People with Visual Impairment
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    Chapter 16 Accessible EPUB: Making EPUB 3 Documents Universal Accessible
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    Chapter 17 Design for Me?
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    Chapter 18 Calculation of the User Ability Profile in Disability Situations
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    Chapter 19 Template Based Approach for Augmenting Image Descriptions
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    Chapter 20 PDF Accessibility: Tools and Challenges
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    Chapter 21 An Evaluation of the Displaying Method on the Braille Learning System for the Sighted: For Understanding of the Mirror Image Relation
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    Chapter 22 Optical Braille Recognition
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    Chapter 23 Accessible eLearning - eLearning for Accessibility/AT
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    Chapter 24 Completion, Comments and Repurposing a Digital Accessibility MOOC
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    Chapter 25 Towards Truly Accessible MOOCs for Persons with Cognitive Disabilities: Design and Field Assessment
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    Chapter 26 Gamification in Inclusive eLearning
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    Chapter 27 Music Apps as Inclusive Engines? – A Spotlight into Practice
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    Chapter 28 Teaching the National Written Language to Deaf Students: A New Approach
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    Chapter 29 Towards an Open Authoring Tool for Accessible Slide Presentations
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    Chapter 30 A Preliminary Observation on the Effect of Visual Information in Learning Environmental Sounds for Deaf and Hard of Hearing People
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    Chapter 31 Implementation of Automatic Captioning System to Enhance the Accessibility of Meetings
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    Chapter 32 Detection of Input-Difficult Words by Automatic Speech Recognition for PC Captioning
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    Chapter 33 A Cloud Robotics Platform to Enable Remote Communication for Deafblind People
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    Chapter 34 A Subjective Evaluation of Music Beat Recognition with Different Timbres by Hearing-Impaired People
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    Chapter 35 SubtitleFormatter: Making Subtitles Easier to Read for Deaf and Hard of Hearing Viewers on Personal Devices
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    Chapter 36 Study on Automated Audio Descriptions Overlapping Live Television Commentary
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    Chapter 37 Communication Support System of Smart Glasses for the Hearing Impaired
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    Chapter 38 Development and Evaluation of System for Automatically Generating Sign-Language CG Animation Using Meteorological Information
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    Chapter 39 Digital Games Accessibility
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    Chapter 40 Accessible Player Experiences (APX): The Players
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    Chapter 41 The GazePlay Project: Open and Free Eye-Trackers Games and a Community for People with Multiple Disabilities
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    Chapter 42 Accessible Question Types on a Touch-Screen Device: The Case of a Mobile Game App for Blind People
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    Chapter 43 Game Accessibility Guidelines and WCAG 2.0 – A Gap Analysis
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    Chapter 44 Gamification of Cognitive Rehabilitation
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    Chapter 45 Designing Trainer’s Manual for the ISG for Competence Project
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    Chapter 46 Accessibility and Usability of Self-service Terminals, Technologies and Systems
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    Chapter 47 Standards, Guidelines and Legislation Related to Self-service Technologies: Developments Since 2013
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    Chapter 48 Accessibility Features on BNP Paribas Fortis ATMs
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    Chapter 49 Accessibility of Self-Service Terminals in Norway
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    Chapter 50 Improving the Robustness to Input Errors on Touch-Based Self-service Kiosks and Transportation Apps
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    Chapter 51 Practical Challenges of Implementing Accessibility Laws and Standards in the Self-service Environment
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    Chapter 52 Accessible Touch: Evaluating Touchscreen PIN Entry Concepts with Visually Impaired People Using Tactile or Haptic Cues
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    Chapter 53 TokenAccess: Improving Accessibility of Automatic Teller Machines (ATMs) by Transferring the Interface and Interaction to Personal Accessible Devices
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    Chapter 54 Increasing Inclusive Capacity of Vocational Education and Training (VET) Organizations with Digital Media and ICT
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    Chapter 55 Application of Smart Technologies in Music Education for Children with Disabilities
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    Chapter 56 Br’Eye: An Android Mobile Application to Teach Arabic and French Braille Alphabets to Blind Children in Tunisia
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    Chapter 57 Information Technologies in Teaching Pop Vocals of Teenagers with Disabilities in Motion
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    Chapter 58 Levumi: A Web-Based Curriculum-Based Measurement to Monitor Learning Progress in Inclusive Classrooms
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    Chapter 59 Mobile Online Courses for the Illiterate: The eVideo Approach
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    Chapter 60 “Let’s Play Catch Together”: Full-Body Interaction to Encourage Collaboration Among Hearing-Impaired Children
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    Chapter 61 An Accessible Video Surveillance System for ALS People
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    Chapter 62 Design of a Low-Cost Exoskeleton for Hand Tele-Rehabilitation After Stroke
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    Chapter 63 Use of DUCK Keyboard for a Daily Use
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    Chapter 64 Gaze Control Toolbar: A Low-Cost Software Solution for Gaze Based Computer Interaction
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    Chapter 65 Co-exploring Interaction Opportunities for Enabling Technologies for People with Rheumatic Disorder
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    Chapter 66 Tactile Interface to Steer Power Wheelchairs: A Preliminary Evaluation with Wheelchair Users
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    Chapter 67 Digital Inclusion Through Accessible Technologies
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    Chapter 68 Requirements Engineering for People with Cognitive Disabilities – Exploring New Ways for Peer-Researchers and Developers to Cooperate
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    Chapter 69 Usability Engineering for Cognitively Accessible Software
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    Chapter 70 Strengthening Participatory Action Research Approach to Develop a Personalized Mobile Application for Young Adults with Intellectual Disabilities
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    Chapter 71 Adaptation of User-Centered Design Approaches to Abilities of People with Disabilities
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    Chapter 72 Automated vs Human Recognition of Emotional Facial Expressions of High-Functioning Children with Autism in a Diagnostic-Technological Context: Explorations via a Bottom-Up Approach
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    Chapter 73 Assessing Support Needs for Developing an App-Based Assistive System for Enhancing Independence in the Autism Spectrum: Results from a Mixed-Mode Study
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    Chapter 74 DysHelper – The Dyslexia Assistive Approach User Study
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    Chapter 75 Introducing an Emotion-Driven Assistance System for Cognitively Impaired Individuals
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    Chapter 76 Assistive Technology App to Help Children and Young People with Intellectual Disabilities to Improve Autonomy for Using Public Transport
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    Chapter 77 Technology Evaluation for Improving Independence with Activities of Daily Living
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    Chapter 78 Recognizing Everyday Information Technologies as Assistive Technologies for Persons with Cognitive Disabilities
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    Chapter 79 MemoRec – Towards a Life-Theme-Based Reminiscence Content Recommendation System for People with Dementia
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    Chapter 80 How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites
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    Chapter 81 Modeling and Quantitative Measurement Method of the Tripartite Interpersonal Distance Dynamics for Children with ASD
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    Chapter 82 Utilizing Multiple Representation System to Improve Reading Comprehension for Students with Learning Disabilities
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    Chapter 83 DIGA OLÁ: An Augmentative and Alternative Communication (AAC) Mobile Application for People with Language and Speech Impairments
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    Chapter 84 Progress to a VOCA with Prosodic Synthesised Speech
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    Chapter 85 The Role of Accessibility for Acceptance and Usage of an Internet-Based Speech Intervention
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    Chapter 86 Towards a Deep Learning Based ASR System for Users with Dysarthria
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    Chapter 87 Art Karshmer Lectures in Access to Mathematics, Science and Engineering
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    Chapter 88 The Benetech Math Editor: An Inclusive Multistep Math Editor for Solving Problems
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    Chapter 89 CASVI: A Computer Algebra System Aimed at Visually Impaired People
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    Chapter 90 An Inclusive and Accessible LaTeX Editor
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    Chapter 91 An Automatized Method Based on LaTeX for the Realization of Accessible PDF Documents Containing Formulae
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    Chapter 92 An Accessible Interaction Model for Data Visualisation in Statistics
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    Chapter 93 UML4ALL Syntax – A Textual Notation for UML Diagrams
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    Chapter 94 Localization Scheme of Assistive Tools for Print-Disabled People to Access STEM Contents
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    Chapter 95 Improvement of a Tangible Programming Tool for the Study of the Subroutine Concept
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    Chapter 96 Exploring a Novel Inexpensive Tangible Interface for Non-visual Math and Science
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    Chapter 97 Effectiveness of Tactile Scatter Plots: Comparison of Non-visual Data Representations
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    Chapter 98 Techniques for Improved Speech-Based Access to Diagrammatic Representations
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    Chapter 99 The Dutch Best Practice for Teaching Chemistry Diagrams to the Visually Impaired
Attention for Chapter 9: The Inaccessibility of Video Players
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Chapter title
The Inaccessibility of Video Players
Chapter number 9
Book title
Computers Helping People with Special Needs
Published by
Springer, Cham, June 2018
DOI 10.1007/978-3-319-94277-3_9
Book ISBNs
978-3-31-994276-6, 978-3-31-994277-3
Authors

Gian Wild, Wild, Gian

Twitter Demographics

The data shown below were collected from the profiles of 25 tweeters who shared this research output. Click here to find out more about how the information was compiled.

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 1 33%
Student > Master 1 33%
Unknown 1 33%
Readers by discipline Count As %
Computer Science 1 33%
Design 1 33%
Unknown 1 33%