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HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design

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Cover of 'HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design'

Table of Contents

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    Book Overview
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    Chapter 1 Co-design of Augmented Reality Storybooks for Children with Autism Spectrum Disorder
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    Chapter 2 Empowering Assistive Technology Communities to Make Strategic Use of Intellectual Property: Three Case Studies from the CoCreate Program
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    Chapter 3 Humanistic Co-design for Specific Learning Difficulties Using Scenario-Based Personas: Tangible Arabic Alphabet Blocks for Dyslexia
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    Chapter 4 Heuristic Evaluation for the Assessment of Inclusive Tools in the Autism Treatment
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    Chapter 5 Persona Design in Participatory Agile Software Development
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    Chapter 6 A Web Authoring Tool for the Generation of Adventure Educational Games for Deaf Children
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    Chapter 7 Toward a Disability-Centric Model of User Participation in Accessibility Efforts: Lessons from a Case Study of School Children
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    Chapter 8 Institutionalizing Universal Design: Ηow Οrganizational Practices Can Promote Web Accessibility
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    Chapter 9 Development of a Multilingual Questionnaire for the Deaf Community – Guidelines and Challenges
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    Chapter 10 MOOC Accessibility from the Educator Perspective
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    Chapter 11 User-Centred Design for Accessibility in Media Content – Sign Language and Virtual Signer
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    Chapter 12 Contribution of Clinical Data to the Design of Assistive Systems
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    Chapter 13 Designing SignSpeak, an Arabic Sign Language Recognition System
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    Chapter 14 Co-design of Color Identification Applications Using Scenario-Based Personas for People with Impaired Color Vision
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    Chapter 15 Proposal for an Interactive Software System Design for Learning Mexican Sign Language with Leap Motion
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    Chapter 16 Designing a Tangible User Interface for Braille Teaching
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    Chapter 17 Understanding Pattern Recognition Through Sound with Considerations for Developing Accessible Technologies
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    Chapter 18 Method for Synchronized Driving of Sign Language Avatar Using a Digital TV Signal
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    Chapter 19 Care4MyHeart-PSG: A Personalized Serious Game Platform to Empower Phase III Cardiac Rehabilitation of Cardiovascular Disease Patients in UAE
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    Chapter 20 The HapBack: Evaluation of Absolute and Relative Distance Encoding to Enhance Spatial Awareness in a Wearable Tactile Device
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    Chapter 21 Automatic Contrast Evaluation for Android Themes
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    Chapter 22 A Low-Cost Gaze-Based Arabic Augmentative and Alternative Communication System for People with Severe Speech and Motor Impairments
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    Chapter 23 Rotate-and-Press: A Non-visual Alternative to Point-and-Click?
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    Chapter 24 Augmented Reality as a Tool to Support the Inclusion of Colorblind People
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    Chapter 25 Sign Language Interpreter Detection Method for Live TV Broadcast Content
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    Chapter 26 Tech-Inclusion Research: An Iconographic Browser Extension Solution
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    Chapter 27 Development of Night Time Calling System by Eye Movement Using Wearable Camera
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    Chapter 28 EyeHear: Smart Glasses for the Hearing Impaired
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    Chapter 29 Web Accessibility in Portuguese Museums: Potential Constraints on Interaction for People with Disabilities
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    Chapter 30 A Context Driven Indoor Localization Framework for Assisted Living in Smart Homes
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    Chapter 31 Social Intervention Strategy of Augmented Reality Combined with Theater-Based Games to Improve the Performance of Autistic Children in Symbolic Play and Social Skills
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    Chapter 32 Optimized User Experience Design for Augmentative and Alternative Communication via Mobile Technology: Using Gamification to Enhance Access and Learning for Users with Severe Autism
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    Chapter 33 A Head Mouse Alternative Solution Proposal for People with Motor Impairments: Design and Usability Assessment Study
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    Chapter 34 Assisted Caretaking System for Geriatric Home Care
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    Chapter 35 UCD in AAL: Status Quo and Perceived Fit
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    Chapter 36 Defining Digital Joy-of-Use Criteria for Seniors: An Applied Design Approach to Build Motivational User Experiences for Older Generations
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    Chapter 37 Study on Acceptance of Social Robots by Aging Adults Living Alone
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    Chapter 38 Designing for Experiences in Blended Reality Environments for People with Dementia
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    Chapter 39 Exploring the Contextual Relationship of Narrating Life Stories by Elderly People
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    Chapter 40 Designing Digital Technologies and Safeguards for Improving Activities and Well-Being for Aging in Place
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    Chapter 41 Digital Health Engineering and Entrepreneurial Innovation – Education for the Development of ICT for Older Adults
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    Chapter 42 Practical Implementation of an Innovative Design Aimed at Increasing Enthusiasm for Exercise Among the Elderly
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    Chapter 43 Research on GP-GC Intergeneration Affective Interaction Product Design: Analysis from Chinese Social Perspective to Value Proposition
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    Chapter 44 Discriminative Model for Identifying Motion Primitives Based on Virtual Reality-Based IADL
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    Chapter 45 The Relationship Between the Seniors’ Appraisal of Cognitive-Training Games and Game-Related Stress Is Complex: A Mixed-Methods Study
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    Chapter 46 Application of Game Therapy in the Health of Future Elderly: An Experience Design Perspective
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    Chapter 47 Construction and Evaluation of Situational System for Introducing Interactive Technology into Ecotourism of Active Aging Group
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    Chapter 48 An Age-Friendly System Design for Smart Home: Findings from Heuristic Evaluation
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    Chapter 49 Mobile Application to Record Daily Life for Seniors Based on Experience Sampling Method (ESM)
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    Chapter 50 A Preliminary Study on Reaching Position Estimation Model for the Subtle Action Disruption
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    Chapter 51 Approaching Behavior Analysis for Improving a Mobile Communication Robot in a Nursing Home
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    Chapter 52 User-centered Implementation of Rehabilitation Exercising on an Assistive Robotic Platform
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    Chapter 53 “The Terms and Conditions Came Back to Bite”:
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    Chapter 54 Security, Privacy and Trust for a Crowd-Sourced Semantic Accessibility Database for Public Transport
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    Chapter 55 Design Education Regarding Products for Use by Elderly People
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    Chapter 56 A Framework for Monitoring Indoor Navigational Hazards and Safety of Elderly
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    Chapter 57 Perceived Self-efficacy in Parkinson’s Disease Through Mobile Health Monitoring
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    Chapter 58 Research on Cognitive Training of Digital Application System Introducing Reminiscence Therapy for the Experience of People with Dementia
Overall attention for this book and its chapters
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Title
HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-60149-2
ISBNs
978-3-03-060148-5, 978-3-03-060149-2
Editors

Constantine Stephanidis, Margherita Antona, Qin Gao, Jia Zhou

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