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Advances in Usability, User Experience, Wearable and Assistive Technology

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Cover of 'Advances in Usability, User Experience, Wearable and Assistive Technology'

Table of Contents

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    Book Overview
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    Chapter 1 The Importance of Computer Auto Personalization
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    Chapter 2 Designing Universal Icons: An Explorative Study
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    Chapter 3 Identifying and Improving Usability Problems of Cryptocurrency Exchange Mobile Applications Through Heuristic Evaluation
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    Chapter 4 Enhancing Webpage Navigation with a Novel Scrollbar Design
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    Chapter 5 The Effect of Peephole Interaction Mode and User Experience on Wayfinding Performance
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    Chapter 6 Fine Design of Music Application User Experience Based on First Sense Interactive Node Optimization: Example of Splashscreen
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    Chapter 7 The Assessment of Motion Sickness Induced by Sensory Conflict and Posture Instability
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    Chapter 8 Study on Online Service Experience of Public Cultural Learning Space: Using the Self-service Seat Selection System of University Library as an Example
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    Chapter 9 Research on Design of Children’s Experiential Space in Museum Based on Interaction Concept: Take Perth, Australia as an Example
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    Chapter 10 Improving the Usability of a Digital Neurobehavioral Assessment
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    Chapter 11 Progress Bar Effects as a Time Clue for the Touch-Sensitive User Interface of a Smart Microwave Oven
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    Chapter 12 Designing the AI Developing System Through Ecological Interface Design
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    Chapter 13 Analysis of Children’s Content on YouTube Channels by Parents
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    Chapter 14 Scent Interfaces Definition: Diffuser Devices Interaction and Control
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    Chapter 15 Satisfaction Evaluation of the Passenger Interface Design of High-Speed Train Based on G1-Entropy Weight Method
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    Chapter 16 Subjectively Experienced Time in Human-Computer Interaction: The Role of Passage of Time in User Experience
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    Chapter 17 Storyboarding the Virtuality: Methods and Best Practices to Depict Scenes and Interactive Stories in Virtual and Mixed Reality
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    Chapter 18 Scent as a Modality: Study on the Olfactory Sense in Multisensorial Design
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    Chapter 19 Towards Understanding Customer Co-creation Experience for Mass Customization
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    Chapter 20 A Methodology for Data Analytics Based on Organizational Characterization Through a User-Centered Design: A Systematic Literature Review
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    Chapter 21 Framework Based on Gestalt Principles to Design Mobile Interfaces for a Better User Experience
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    Chapter 22 Reflections on the Concepts of Informational Ergonomics and Their Compatibility in User Experience
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    Chapter 23 Progressive Disclosure Options for Improving Choice Overload on Home Screen
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    Chapter 24 An Exploratory Analysis of Technical Issues in Remote Education Between International Medical Institutions
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    Chapter 25 Easy Identity Management and Enhanced Security in Account Linking
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    Chapter 26 How Efficiency and Naturalness Change in Multimodal Interaction in Mobile Navigation Apps
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    Chapter 27 Flat-Design Icon Sets: A Case for Universal Meanings?
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    Chapter 28 How Can We Improve the Driving Experience with Human-Machine-Interface for Automated Driving?
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    Chapter 29 Technology Products Suitability for Experimental Display Size and Color Research
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    Chapter 30 Visual Elements for the Design of a Robotic Head in Si-Robotics Project
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    Chapter 31 Development of Gender-Sensitive Questionnaire for Transport and Mobility Surveys
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    Chapter 32 Human Factors Guideline in the Human Machine Interface Design of Datalink System
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    Chapter 33 Technology as a Tool to Improve Student Understanding of Assessment Questions
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    Chapter 34 Research on Availability of Campus Vending Machines: An Example for Xuhui Campus of East China University of Technology
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    Chapter 35 Security Guidelines for the Design of ATM Interfaces
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    Chapter 36 The Analysis of Influence Factors of User Experience in Bullet Screen
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    Chapter 37 Ergonomic Assessment of a Parking Ticket Payment Machine for Filipino Use
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    Chapter 38 Usability Assessment of a Philippine Commuting Navigation Application
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    Chapter 39 Creative Design of Kitchenware Products Based on the Concept of Affordance
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    Chapter 40 Evaluating User-Elicited Gestures for Physical Peripheral Interaction with Smart Devices
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    Chapter 41 A Study on the Effect of Artificial Light Environment on Consumers’ Purchase Intention for Fruits
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    Chapter 42 User-Defined Gestures for Taking Self-portraits with Smartphone Based on Consistency
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    Chapter 43 Study on Influencing Factors of User Experience of In-Vehicle Infotainment System Based on DEMATEL Method
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    Chapter 44 Design Principles and Strategies of Interface in Extra Vehicular Activity Spacesuit
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    Chapter 45 Research on Improved Design of Distance Measuring Wheel for Measuring Traffic Accidents
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    Chapter 46 Research on Availability of Intelligent Express Cabinet Service System
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    Chapter 47 An Application of Bayesian Regression in Ergonomics
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    Chapter 48 The Effect of Touch Screen Size on Pattern Experiments
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    Chapter 49 The Digital Divide: How Low-Literate Freshman Search for Information
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    Chapter 50 Editorial Design of Interactive Picture Book with Mobile Application Based on Uxd User Experience Design
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    Chapter 51 An Improvement on the Progress Bar: Make It a Story, Make It a Game
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    Chapter 52 Factors Affecting Low Response Effort in Online Survey Tasks for Passive Stakeholders: Insights from a Design Ethnography Research
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    Chapter 53 A Framework to Improve Evaluation of Novel Decision Support Tools
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    Chapter 54 A MATLAB-Based Tool Usability Evaluation for 3D Reconstruction Environments
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    Chapter 55 User Experience Design Trend of Mobile E-Commerce Vlog Application on Information Product
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    Chapter 56 Duolun Road Cultural Street: Research on Cultural and Creative Products Using User Portraits
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    Chapter 57 Research on Customer Relationship Management System Based on Cognitive Psychology Theory: Analysis and Research of the World Business Website
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    Chapter 58 Applying DEMATEL to Identify Critical Factors of Chinese Urban Residents’ Participation in Domestic Garbage Classification
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    Chapter 59 Factor Analysis of Jewelry Design Based on Consumer Behavior Research and DEMATEL Method
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    Chapter 60 Design and Research on the Parent-Child Indoor Environment of Chinese Middle-and-Upper Income Families
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    Chapter 61 Research on the User Experience of Educational App in the Context of “Intangible Cultural Heritage”
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    Chapter 62 Research on the Design and Application of Persuasive Game in Calligraphy Learning
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    Chapter 63 Factors Affecting the Purchase Decision of Sneakers in Post-90s Consumer Groups
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    Chapter 64 Smart Digital Assistance Devices for the Support of Machine Operation Processes at Future Production Workplaces
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    Chapter 65 A Way of Motivating Patient in Rehabilitation – Case Study of a Motion Tracking Wearable Device
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    Chapter 66 Technology as an Interface of Wear: Wearables and the Irreversible Human-Computer Interaction
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    Chapter 67 SWear: Sensing Using WEARables. Generalized Human Crowdsensing on Smartwatches
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    Chapter 68 Is That What I Think It Is? Impact of Screen Size on User Ability to Identify Human Activities
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    Chapter 69 The Impact of Eye Tracking Technology
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    Chapter 70 Why Would You? Looking into Applicable Motives to Use Life-Logging
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    Chapter 71 Interactive Indoor Localization on Helmet
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    Chapter 72 Wearable Real-Time Monitoring System Based on Fiber Bragg Grating Pressure Sensor for Compression Therapy Applications
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    Chapter 73 Human-Centered Design for the Spacesuit Development: A Case Study of the “Feitian” EVA Spacesuit
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    Chapter 74 The Development of an Audible Warning System for Parachute Landing at Night
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    Chapter 75 A Study on the Size of Head and Face of Chinese Minors
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    Chapter 76 The Effects of Vagus Nerve Stimulation on Insomnia Persons for Stress Reduction and Sleep Induction
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    Chapter 77 Stratagems: Embedding Cognitive Training in Game-Based Environments
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    Chapter 78 Linkage Between Gamification and Moral Organisational Climate
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    Chapter 79 Designing a Serious Game for Labor Inclusion of People with Intellectual Disabilities Using iPlus Methodology
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    Chapter 80 Brain Reality Gaming: Concepts, Advances and Current Challenges
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    Chapter 81 Serious-Games-Based Exercises for Arthroplasty Rehabilitation
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    Chapter 82 Engagement in the Cinematography of Videogames: Proposal of an Algorithm for Colors and Foci of Attention Analysis
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    Chapter 83 The Research on Critical Factors Affecting the Game Experience of Daily Quests System in Mobile Game
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    Chapter 84 Research on the Application Trend of Immersive Game Interactive Experience Space in Museum
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    Chapter 85 An Augmented Reality Command and Control Sand Table Visualization on Top of an Advanced User Interface Display on Large Touch Table Interface
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    Chapter 86 The Use of Immersive Technologies for Design Reviews
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    Chapter 87 VRMouse: Mouse Emulation with the VR Controller for 2D Selection in VR
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    Chapter 88 The Effect of Ocular Dominance on Decision Making in a Virtual Environment
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    Chapter 89 Exploring Attention in VR: Effects of Visual and Auditory Modalities
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    Chapter 90 The Impact of Interactive AR on Learning Ability of Children’s Chinese Characters Self-learning
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    Chapter 91 AR-Based Assembly Assistance System with Efficient Evaluation of Misalignment Between Virtual and Real Objects
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    Chapter 92 The Use of Immersive Technologies for Concept Design
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    Chapter 93 Bringing Virtual Reality into Military Mental Health Education: A Pilot Study on Stress Management Course
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    Chapter 94 Evaluation of Vehicles’ Best Route in Virtual Tactical Teaching Environment Based on Machine-Learning Techniques
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    Chapter 95 Augmented Reality Assisted Sensory Integration Therapy for Improving Attention of Children with Autism
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    Chapter 96 Handedness Effect and Its Implication for Designing Two-Handed Interactive Applications in Virtual Reality
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    Chapter 97 Design and Evaluation of a Virtual Reality Serious Game
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    Chapter 98 Application of Virtual Reality Combined with Eye Tracking Technology for Design and Its Assessment by Fuzzy Evaluation Method
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    Chapter 99 Ergonomics Study on Taking and Putting Objects Based on Subjective Evaluation and Virtual Simulation
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    Chapter 100 Evaluation of Virtual Reality Concepts for Rapid Prototyping of Gears Using Additive Layer Technology
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    Chapter 101 Virtual Reality as a Factor to Improve Productivity in Learning Processes
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    Chapter 102 The Effect of Augmented Reality on the Memorization in History and Humanities Education
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    Chapter 103 Usability and Gaming Experience Assessment of the Nintendo Switch User Interface by Filipino Users
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    Chapter 104 Reflections on an Interdisciplinary Approach: Integrating Assistive Technologies and Experience-Based Knowledge in Maintenance
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    Chapter 105 Assistive Device Design for Animal Needs in Human Society
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    Chapter 106 Intelligent Homecare Systems: An Exploration of System Requirements from a User’s Perspective
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    Chapter 107 MagicContact Web: A Multiplatform Application for Augmentative and Alternative Communication
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    Chapter 108 Determination of the Perception Threshold Between Conscious and Subconscious Sitting Discomfort
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    Chapter 109 Drivers for Change: Initial Insights from Mapping Half a Century of Inclusive Paediatric Mobility Design
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    Chapter 110 A Research About Personalized Tickets’ Pattern and Color Design Based on Computer-Aided Technology
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    Chapter 111 Molecular Production System - Flexible and Attractive Manufacturing Systems of the Future
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    Chapter 112 Applying Facial Expression of Augmented Reality for Teaching Students with Autism Spectrum Disorders
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    Chapter 113 Integrated Learning and Assistive Systems for Manual Work in Production - Proposal for a Systematic Approach to Technology Selection and Design
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    Chapter 114 Evaluation of Cognitive Load and Its Relationship with Physical Ability on Walking Support Using Pneumatic Artificial Muscle (PAM) Driver
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    Chapter 115 The Significance of Space Organisation in the Realisation of Movement and Mobility for People with Visual Disability
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    Chapter 116 Experimental Evaluation of an Interactive Workspace for Helping the Visually Impaired in Learning Linear Algebra
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    Chapter 117 Remote Home Healthcare Services and Tools for Supporting Aging in Place
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    Chapter 118 The Effect of Tactile Biofeedback on the Wrist to Suppress Hand Tremors
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    Chapter 119 Virtual Rehabilitation Platform for Left-Handed People Working in Industrial Environments
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    Chapter 120 Acceptance Model of an Innovative Assistive Technology by Neurological Patients with a Motor Disability of Their Upper Limb
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    Chapter 121 Comparative Studies of the Behavior of Sensory Mechanisms in a Weak-visual Person and a Normal-vision Person with an Object of the New Media
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    Chapter 122 Effects of Tire Pressure on Wheelchairs When Riding on Uneven Ground
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Title
Advances in Usability, User Experience, Wearable and Assistive Technology
Published by
Springer International Publishing, September 2020
DOI 10.1007/978-3-030-51828-8
ISBNs
978-3-03-051827-1, 978-3-03-051828-8
Editors

Ahram, Tareq, Falcão, Christianne

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Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 1 100%
Readers by discipline Count As %
Engineering 1 100%