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Universal Access in Human-Computer Interaction. Applications and Practice

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Cover of 'Universal Access in Human-Computer Interaction. Applications and Practice'

Table of Contents

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    Book Overview
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    Chapter 1 Using Augmented Reality Technology with Serial Learning Framework to Develop a Serial Social Story Situation Board Game System for Children with Autism to Improve Social Situation Understanding and Social Reciprocity Skills
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    Chapter 2 Using Augmented Reality and Concept Mapping to Improve Ability to Master Social Relationships and Social Reciprocity for Children with Autism Spectrum Disorder
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    Chapter 3 Applying the Game Mode and Teaching Strategies of Computational Thinking to the Improvement of Social Skills Training for Children with Autism Spectrum Disorders
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    Chapter 4 Creation Process for a Technology Design Model Promoting Active Participation of End Users with Neurodevelopmental Disorders: Achievements and Pitfalls
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    Chapter 5 The STORM Project: Using Video Game to Promote Completion of Morning Routine for Children with Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder
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    Chapter 6 A Case Study About Usability, User Experience and Accessibility Problems of Deaf Users with Assistive Technologies
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    Chapter 7 ArSign: Toward a Mobile Based Arabic Sign Language Translator Using LMC
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    Chapter 8 Digital Accessibility in the Education of the Deaf in Greece
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    Chapter 9 Participatory Design Workshops for Adapting a Form for Deaf Respondents
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    Chapter 10 A Methodology for Assessing Translation Quality Generated by Sign Language Machine Translators: A Case Study with VLibras
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    Chapter 11 Interest and Requirements for Sound-Awareness Technologies Among Deaf and Hard-of-Hearing Users of Assistive Listening Devices
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    Chapter 12 Providing a Tangible and Visual Feedback of Affective States Self-expressions
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    Chapter 13 Accessible Computer Science for K-12 Students with Hearing Impairments
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    Chapter 14 Competencies for Educators in Delivering Digital Accessibility in Higher Education
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    Chapter 15 MyA+ Math: Teaching Math to Students with Vision Impairment
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    Chapter 16 Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead
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    Chapter 17 METUIGA “Methodology for the Design of Systems Based on Tangible User Interfaces and Gamification Techniques”
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    Chapter 18 Makerspaces for Inclusive Education
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    Chapter 19 Situated Ability: A Case from Higher Education on Digital Learning Environments
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    Chapter 20 Digital Skills for People with Disabilities in a Learning and Demonstration Experience Laboratory
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    Chapter 21 Digitally-Supported Inclusive Vocational Education
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    Chapter 22 Design of a Tangible Programming Tool for Students with Visual Impairments and Low Vision
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    Chapter 23 Accessible Learning Management Systems in Higher Education
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    Chapter 24 Open Government Data Through the Lens of Universal Design
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    Chapter 25 Cultural Inclusion and Access to Technology: Bottom-Up Perspectives on Copyright Law and Policy in Norway
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    Chapter 26 The Information Repertoire of People with Disabilities
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    Chapter 27 Stakeholder Journey Analysis for Innovation
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    Chapter 28 I Can’t Do It, They Say! – Perceived Stigmatization Experiences of People with Intellectual Disabilities When Using and Accessing the Internet
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    Chapter 29 Service Design for Accessible Tourism
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    Chapter 30 Homebased Telework as a Tool for Inclusion? A Literature Review of Telework, Disabilities and Work-Life Balance
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    Chapter 31 Travel Service Design for the Visually Impaired: User Experience from Combining Real Human Assistants and AI Devices in an Appropriate Proportion
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    Chapter 32 The Influence of Social Networking Technology on Centennials Purchase Intent
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    Chapter 33 Effects of Cognitive Consistency in Microtask Design with only Auditory Information
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    Chapter 34 Assistive Technology for the Visually Impaired: Optimizing Frame Rate (Freshness) to Improve the Performance of Real-Time Objects Detection Application
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    Chapter 35 Affective Computing and Loneliness: How This Approach Could Improve a Support System
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    Chapter 36 A Preliminary Investigation Towards the Application of Facial Expression Analysis to Enable an Emotion-Aware Car Interface
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    Chapter 37 Research on the Visually Impaired Individuals Shopping with Artificial Intelligence Image Recognition Assistance
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    Chapter 38 Single Image-Based Food Volume Estimation Using Monocular Depth-Prediction Networks
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    Chapter 39 On the Allocation of Resources in Sensor Clouds Under the Se-aaS Paradigm
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    Chapter 40 Applications of Speaker Identification for Universal Access
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    Chapter 41 Smartphone Navigation Support for Blind and Visually Impaired People - A Comprehensive Analysis of Potentials and Opportunities
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    Chapter 42 Designing System Architecture for the Catering Management System of Chang Gung Health and Culture Village
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    Chapter 43 Efficient Small-Scale Network for Room Layout Estimation
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    Chapter 44 Low-Resolution Retinal Image Vessel Segmentation
Attention for Chapter 16: Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead
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Chapter title
Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead
Chapter number 16
Book title
Universal Access in Human-Computer Interaction. Applications and Practice
Published by
Springer, Cham, July 2020
DOI 10.1007/978-3-030-49108-6_16
Book ISBNs
978-3-03-049107-9, 978-3-03-049108-6
Authors

Federica Pallavicini, Alessandro Pepe, Chiara Carmela Caragnano, Fabrizia Mantovani

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 26 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 26 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 3 12%
Unspecified 2 8%
Student > Bachelor 2 8%
Student > Ph. D. Student 2 8%
Student > Master 2 8%
Other 2 8%
Unknown 13 50%
Readers by discipline Count As %
Unspecified 2 8%
Business, Management and Accounting 2 8%
Arts and Humanities 1 4%
Computer Science 1 4%
Medicine and Dentistry 1 4%
Other 1 4%
Unknown 18 69%