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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

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    Book Overview
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    Chapter 1 User Centered Design and User Participation in Inclusive R&D
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    Chapter 2 My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments
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    Chapter 3 What Do Older People Actually Want from Their Robots?
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    Chapter 4 Accessibility of Block-Based Introductory Programming Languages and a Tangible Programming Tool Prototype
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    Chapter 5 Consigliere Evaluation: Evaluating Complex Interactive Systems with Users with Disabilities
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    Chapter 6 IPAR-UCD – Inclusive Participation of Users with Cognitive Disabilities in Software Development
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    Chapter 7 Artificial Intelligence, Accessible and Assistive Technologies
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    Chapter 8 AI and Global AAC Symbol Communication
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    Chapter 9 Can a Web Accessibility Checker Be Enhanced by the Use of AI?
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    Chapter 10 Towards the Assessment of Easy-to-Read Guidelines Using Artificial Intelligence Techniques
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    Chapter 11 Research on Book Recommendation System for People with Visual Impairment Based on Fusion of Preference and User Attention
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    Chapter 12 Karaton: An Example of AI Integration Within a Literacy App
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    Chapter 13 Can We Unify Perception and Localization in Assisted Navigation? An Indoor Semantic Visual Positioning System for Visually Impaired People
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    Chapter 14 IBeaconMap: Automated Indoor Space Representation for Beacon-Based Wayfinding
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    Chapter 15 XR Accessibility – Learning from the Past and Addressing Real User Needs for Inclusive Immersive Environments
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    Chapter 16 Usability of Virtual Reality Vocational Skills Training System for Students with Intellectual Disabilities
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    Chapter 17 Virtual and Augmented Reality Platform for Cognitive Tele-Rehabilitation Based System
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    Chapter 18 An Immersive Virtual Reality Exergame for People with Parkinson’s Disease
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    Chapter 19 Augmented Reality for People with Low Vision: Symbolic and Alphanumeric Representation of Information
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    Chapter 20 Enhancing Interaction and Accessibility in Museums and Exhibitions with Augmented Reality and Screen Readers
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    Chapter 21 Guidelines for Inclusive Avatars and Agents: How Persons with Visual Impairments Detect and Recognize Others and Their Activities
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    Chapter 22 Motiv’Handed, a New Gamified Approach for Home-Based Hand Rehabilitation for Post-stroke Hemiparetic Patients
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    Chapter 23 Move-IT: A Virtual Reality Game for Upper Limb Stroke Rehabilitation Patients
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    Chapter 24 Serious and Fun Games
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    Chapter 25 A Study on Gaze Control - Game Accessibility Among Novice Players and Motor Disabled People
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    Chapter 26 Accessibility of Mobile Card Games
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    Chapter 27 Developing a Serious Game for Children with Diabetes
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    Chapter 28 An Augmented Reality Game for Helping Elderly to Perform Physical Exercises at Home
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    Chapter 29 Large Scale Web Accessibility Observatories
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    Chapter 30 Preliminary Results of a Systematic Review: Quality Assessment of Conversational Agents (Chatbots) for People with Disabilities or Special Needs
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    Chapter 31 Comp4Text Checker: An Automatic and Visual Evaluation Tool to Check the Readability of Spanish Web Pages
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    Chapter 32 Towards Cross Assessment of Physical and Digital Accessibility
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    Chapter 33 Requirements for Large Scale Web Accessibility Evaluation
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    Chapter 34 STS on Accessible and Inclusive Digital Publishing
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    Chapter 35 How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities
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    Chapter 36 Towards More Efficient Screen Reader Web Access with Automatic Summary Generation and Text Tagging
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    Chapter 37 A Series of Simple Processing Tools for PDF Files for People with Print Disabilities
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    Chapter 38 Layout Analysis of PDF Documents by Two-Dimensional Grammars for the Production of Accessible Textbooks
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    Chapter 39 A Multi-site Collaborative Sampling for Web Accessibility Evaluation
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    Chapter 40 An Overview of the New 8-Dots Arabic Braille Coding System
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    Chapter 41 Image-Based Recognition of Braille Using Neural Networks on Mobile Devices
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    Chapter 42 Developing a Magnification Prototype Based on Head and Eye-Tracking for Persons with Low Vision
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    Chapter 43 Numeric Key Programming: Programmable Robot Kit for both Visually Impaired and Sighted Elementary School Students
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    Chapter 44 AUDiaL: A Natural Language Interface to Make Statistical Charts Accessible to Blind Persons
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    Chapter 45 EuroMath: A Web-Based Platform for Teaching of Accessible Mathematics
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    Chapter 46 Multidisciplinary Experience Feedback on the Use of the HandiMathKey Keyboard in a Middle School
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    Chapter 47 Rainbow Math
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    Chapter 48 On Automatic Conversion from E-born PDF into Accessible EPUB3 and Audio-Embedded HTML5
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    Chapter 49 Development of Tactile Globe by Additive Manufacturing
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    Chapter 50 Touch Explorer: Exploring Digital Maps for Visually Impaired People
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    Chapter 51 Development of TARS Mobile App with Deep Fingertip Detector for the Visually Impaired
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    Chapter 52 TouchPen: Rich Interaction Technique for Audio-Tactile Charts by Means of Digital Pens
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    Chapter 53 A Multi-scale Embossed Map Authoring Tool for Indoor Environments
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    Chapter 54 A Real-Time Indoor Localization Method with Low-Cost Microwave Doppler Radar Sensors and Particle Filter
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    Chapter 55 An Audio-Based 3D Spatial Guidance AR System for Blind Users
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    Chapter 56 An Indoor Navigation App Using Computer Vision and Sign Recognition
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    Chapter 57 Suitable Camera and Rotation Navigation for People with Visual Impairment on Looking for Something Using Object Detection Technique
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    Chapter 58 Expiry-Date Recognition System Using Combination of Deep Neural Networks for Visually Impaired
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    Chapter 59 Indoor Query System for the Visually Impaired
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    Chapter 60 SelfLens: A Personal Assistive Technology to Support the Independence of People with Special Needs in Reading Information on Food Items
Attention for Chapter 49: Development of Tactile Globe by Additive Manufacturing
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Chapter title
Development of Tactile Globe by Additive Manufacturing
Chapter number 49
Book title
Computers Helping People with Special Needs
Published by
Springer, Cham, September 2020
DOI 10.1007/978-3-030-58796-3_49
Book ISBNs
978-3-03-058795-6, 978-3-03-058796-3
Authors

Yoshinori Teshima, Yohsuke Hosoya, Kazuma Sakai, Tsukasa Nakano, Akiko Tanaka, Toshiaki Aomatsu, Kenji Yamazawa, Yuji Ikegami, Yasunari Watanabe, Teshima, Yoshinori, Hosoya, Yohsuke, Sakai, Kazuma, Nakano, Tsukasa, Tanaka, Akiko, Aomatsu, Toshiaki, Yamazawa, Kenji, Ikegami, Yuji, Watanabe, Yasunari

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 5 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 5 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 1 20%
Lecturer > Senior Lecturer 1 20%
Student > Master 1 20%
Unknown 2 40%
Readers by discipline Count As %
Computer Science 3 60%
Unknown 2 40%