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Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies

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Cover of 'Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies'

Table of Contents

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    Book Overview
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    Chapter 1 Universal Design of ICT: A Historical Journey from Specialized Adaptations Towards Designing for Diversity
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    Chapter 2 From Accessible Interfaces to Useful and Adapted Interactions
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    Chapter 3 Integrated Assistive Auxiliary System - Developing Low Cost Assistive Technology to Provide Computational Accessibility for Disabled People
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    Chapter 4 Co-creating Persona Scenarios with Diverse Users Enriching Inclusive Design
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    Chapter 5 Construction of an Inexpensive Eye Tracker for Social Inclusion and Education
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    Chapter 6 Understanding Organizations Through Systems Oriented Design: Mapping Critical Intervention Points for Universal Design
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    Chapter 7 Process Modelling (BPM) in Healthcare – Breast Cancer Screening
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    Chapter 8 Brain-Computer Interfaces for Communication in Severe Acquired Brain Damage: Challenges and Strategies in Clinical Research and Development
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    Chapter 9 Evaluating Hands-On and Hands-Free Input Methods for a Simple Game
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    Chapter 10 Affective Communication Enhancement System for Locked-In Syndrome Patients
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    Chapter 11 Perceived Midpoint of the Forearm
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    Chapter 12 Gen_braille: Development of a Braille Pattern Printing Method for Parametric 3D CAD Modeling
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    Chapter 13 User Interfaces in Dark Mode During Daytime – Improved Productivity or Just Cool-Looking?
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    Chapter 14 Usability Evaluation of Short Dwell-Time Activated Eye Typing Techniques
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    Chapter 15 A Comparative Study of Three Sudoku Input Methods for Touch Displays
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    Chapter 16 QB-Gest: Qwerty Bimanual Gestural Input for Eyes-Free Smartphone Text Input
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    Chapter 17 Exploring WAI-Aria Techniques to Enhance Screen Reader Interaction: The Case of a Portal for Rating Accessibility of Cultural Heritage Sites
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    Chapter 18 Impact of Sentence Length on the Readability of Web for Screen Reader Users
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    Chapter 19 Towards Universal Accessibility on the Web: Do Grammar Checking Tools Improve Text Readability?
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    Chapter 20 Investigating the Effect of Adding Visual Content to Textual Search Interfaces on Accessibility of Dyslexic Users
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    Chapter 21 A Comparative Study of Accessibility and Usability of Norwegian University Websites for Screen Reader Users Based on User Experience and Automated Assessment
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    Chapter 22 Usability of User-Centric Mobile Application Design from Visually Impaired People’s Perspective
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    Chapter 23 Large Scale Augmented Reality for Collaborative Environments
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    Chapter 24 Walking Support for Visually Impaired Using AR/MR and Virtual Braille Block
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    Chapter 25 Effect of Background Element Difference on Regional Cerebral Blood Flow While Viewing Stereoscopic Video Clips
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    Chapter 26 Dementia: I Am Physically Fading. Can Virtual Reality Help? Physical Training for People with Dementia in Confined Mental Health Units
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    Chapter 27 A Virtual Rehabilitation System for Occupational Therapy with Hand Motion Capture and Force Feedback
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    Chapter 28 iVision: An Assistive System for the Blind Based on Augmented Reality and Machine Learning
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    Chapter 29 Relationship Between Eye Movements and Individual Differences in Motion Sickness Susceptibility While Viewing Stereoscopic Movies Under Controlled Consciousness
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    Chapter 30 HoloPrognosis - An AR-Based Serious Exercise Game for Early Stage Parkinson’s Disease Patients
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    Chapter 31 A Feasibility Study on the Application of Virtual Reality Technology for the Rehabilitation of Upper Limbs After Stroke
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    Chapter 32 Usable and Accessible Robot Programming System for People Who Are Visually Impaired
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    Chapter 33 Lego Robots in Puppet Play for Children with Cerebral Palsy
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    Chapter 34 Being Aware of One’s Self in the Auto-generated Chat with a Communication Robot
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    Chapter 35 Voice User Interfaces for Service Robots: Design Principles and Methodology
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    Chapter 36 Robotic Cane for the Visually Impaired
Attention for Chapter 4: Co-creating Persona Scenarios with Diverse Users Enriching Inclusive Design
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