↓ Skip to main content

Universal Access in Human-Computer Interaction. Users and Context Diversity

Overview of attention for book
Cover of 'Universal Access in Human-Computer Interaction. Users and Context Diversity'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Encouraging the Learning of Written Language by Deaf Users: Web Recommendations and Practices
  3. Altmetric Badge
    Chapter 2 Design Engineering for Universal Access: Software and Cognitive Challenges in Computer Based Problem-Solving
  4. Altmetric Badge
    Chapter 3 Visual Debuggers and Deaf Programmers
  5. Altmetric Badge
    Chapter 4 Learning Object Design for Teaching Descriptive Geometry: A Study from the Perspective of Gamification and Accessibility
  6. Altmetric Badge
    Chapter 5 The Development of an eBook for Teaching and Learning Mathematics
  7. Altmetric Badge
    Chapter 6 Learning Programming and Electronics with Augmented Reality
  8. Altmetric Badge
    Chapter 7 Voice Recognition System to Support Learning Platforms Oriented to People with Visual Disabilities
  9. Altmetric Badge
    Chapter 8 Lesson Learnt from an EEG-Based Experiment with ADHD Children in Malaysia
  10. Altmetric Badge
    Chapter 9 Increasing Educational Opportunities Through Digital Participation
  11. Altmetric Badge
    Chapter 10 Multimodal Accessibility for Deaf Students Using Interactive Video, Digital Repository and Hybrid Books
  12. Altmetric Badge
    Chapter 11 The Effect of Literacy Learning via Mobile Augmented Reality for the Students with ADHD and Reading Disabilities
  13. Altmetric Badge
    Chapter 12 Exploring the Relationship Between Implicit Scaffolding and Inclusive Design in Interactive Science Simulations
  14. Altmetric Badge
    Chapter 13 The Accessibility of MOOC Platforms from Instructors’ Perspective
  15. Altmetric Badge
    Chapter 14 A Tangible Interaction Platform as Concrete Support for Blind Children Literacy in Braille
  16. Altmetric Badge
    Chapter 15 A Balloon, a Sweater, and a Wall: Developing Design Strategies for Accessible User Experiences with a Science Simulation
  17. Altmetric Badge
    Chapter 16 GyGSLA: A Portable Glove System for Learning Sign Language Alphabet
  18. Altmetric Badge
    Chapter 17 ChartMaster: A Tool for Promoting Financial Inclusion of Novice Investors
  19. Altmetric Badge
    Chapter 18 Designing Therapeutic Activities Based on Tangible Interaction for Children with Developmental Delay
  20. Altmetric Badge
    Chapter 19 Socialization of People with Autism Through Social Networks
  21. Altmetric Badge
    Chapter 20 Smart Objects for Autism: A Proposal of Classification of the Objects Based on the Autism Symptoms
  22. Altmetric Badge
    Chapter 21 On the Creation of a Persona to Support the Development of Technologies for Children with Autism Spectrum Disorder
  23. Altmetric Badge
    Chapter 22 Investigating the Use of Social Media Technologies by Adults with Autism Spectrum Disorder in Saudi Arabia
  24. Altmetric Badge
    Chapter 23 Development of Assessment Tool Judging Autism by Ocular Movement Measurement
  25. Altmetric Badge
    Chapter 24 M-Health Solutions to Support the National Health Service in the Diagnosis and Monitoring of Autism Spectrum Disorders in Young Children
  26. Altmetric Badge
    Chapter 25 “Look to Remove”: A Virtual Reality Application on Word Learning for Chinese Children with Autism
  27. Altmetric Badge
    Chapter 26 Design of a Mobile Collaborative Virtual Environment for Autism Intervention
  28. Altmetric Badge
    Chapter 27 A Novel Collaborative Virtual Reality Game for Children with ASD to Foster Social Interaction
  29. Altmetric Badge
    Chapter 28 Home Trials of Robotic Systems: Challenges and Considerations for Evaluation Teams
  30. Altmetric Badge
    Chapter 29 Self-Conscious Support on Walking Posture Through Mobile Avatar: Focusing on Women’s Frailty Prevention Toward Old Age
  31. Altmetric Badge
    Chapter 30 Senior-Oriented On-Demand Economy: Locality, Matching, and Scheduling are the Keys to Success
  32. Altmetric Badge
    Chapter 31 Health Training Platform
  33. Altmetric Badge
    Chapter 32 On Modeling the Quality of Nutrition for Healthy Ageing Using Fuzzy Cognitive Maps
  34. Altmetric Badge
    Chapter 33 MAGNI: A Real-Time Robot-Aided Game-Based Tele-Rehabilitation System
  35. Altmetric Badge
    Chapter 34 Connecting Aged Parents with Their Adult Children Over Long Distances: Challenges and a Solution
  36. Altmetric Badge
    Chapter 35 Design and Evaluation of an Innovative Hazard Warning Helmet for Elder Scooter Riders
  37. Altmetric Badge
    Chapter 36 Active and Healthy Ageing Big Dataset Streaming on Demand
  38. Altmetric Badge
    Chapter 37 Augmented Live Communication Workspace Platform to Assist and Utilize Cognitive Abilities of Senior Workers
  39. Altmetric Badge
    Chapter 38 Perceptual Information of Home-Use Glucose Meters for the Elderly
  40. Altmetric Badge
    Chapter 39 Developing a System for Post-Stroke Rehabilitation: An Exergames Approach
  41. Altmetric Badge
    Chapter 40 Comparative Study of Tangible Tabletop and Computer-Based Training Interfaces for Cognitive Rehabilitation
  42. Altmetric Badge
    Chapter 41 Content Analysis of Specialist Interviews During the Design of Cervical Collar Devices for Elderly Patients with Central Cord Syndrome
  43. Altmetric Badge
    Chapter 42 Interactive Searching Interface for Job Matching of Elderly Workers
  44. Altmetric Badge
    Chapter 43 The Effect of Feedback in a Computerized System of Puzzle Completion Tasks
  45. Altmetric Badge
    Chapter 44 A Framework for Generation of Testsets for Recent Multimedia Workflows
  46. Altmetric Badge
    Chapter 45 The Effects of Background Color, Shape and Dimensionality on Purchase Intentions in a Digital Product Presentation
  47. Altmetric Badge
    Chapter 46 Inspecting the Quality of Educational Video Artefacts Employed in Speech-Language Pathology Telerehabilitation: A Pilot Study
  48. Altmetric Badge
    Chapter 47 Simplifying Accessibility Without Data Loss: An Exploratory Study on Object Preserving Keyframe Culling
  49. Altmetric Badge
    Chapter 48 Audio Description of Videos for People with Visual Disabilities
  50. Altmetric Badge
    Chapter 49 Changes in Brain Blood Flow by the Use of 2D/3D Games
  51. Altmetric Badge
    Chapter 50 Predictive Pointing from Automotive to Inclusive Design
  52. Altmetric Badge
    Chapter 51 Online Engagement Detection and Task Adaptation in a Virtual Reality Based Driving Simulator for Autism Intervention
  53. Altmetric Badge
    Chapter 52 An Inclusive Design Perspective on Automotive HMI Trends
  54. Altmetric Badge
    Chapter 53 Uncertainty and Mental Workload Among Wayfinding Strategies
  55. Altmetric Badge
    Chapter 54 Navigating the Workplace Environment as a Visually Impaired Person
  56. Altmetric Badge
    Chapter 55 The Impact of Orientation and Mobility Aids on Wayfinding of Individuals with Blindness: Verbal Description vs. Audio-Tactile Map
  57. Altmetric Badge
    Chapter 56 GatePal – Universal Design for Airport Navigation to Allow Departing Travellers to Stay Informed
  58. Altmetric Badge
    Chapter 57 Development of an Audio-Haptic Virtual Interface for Navigation of Large-Scale Environments for People Who Are Blind
  59. Altmetric Badge
    Chapter 58 Combining NFC and 3D Mapping to Enhance the Perception of Spatial Location for the Blind
  60. Altmetric Badge
    Chapter 59 Identifying Urban Mobility Challenges for the Visually Impaired with Mobile Monitoring of Multimodal Biosignals
  61. Altmetric Badge
    Chapter 60 Usability and Safety of a HUD During Powered Chair Navigation: A Pilot Study
  62. Altmetric Badge
    Chapter 61 Creating Inclusive Automotive Interfaces Using Situation Awareness as a Design Philosophy
  63. Altmetric Badge
    Chapter 62 Erratum to: Investigating the Use of Social Media Technologies by Adults with Autism Spectrum Disorder in Saudi Arabia
Attention for Chapter 39: Developing a System for Post-Stroke Rehabilitation: An Exergames Approach
Altmetric Badge

Mentioned by

twitter
1 X user

Readers on

mendeley
41 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Chapter title
Developing a System for Post-Stroke Rehabilitation: An Exergames Approach
Chapter number 39
Book title
Universal Access in Human-Computer Interaction. Users and Context Diversity
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-40238-3_39
Book ISBNs
978-3-31-940237-6, 978-3-31-940238-3
Authors

Arsénio Reis, Jorge Lains, Hugo Paredes, Vitor Filipe, Catarina Abrantes, Fernando Ferreira, Romeu Mendes, Paula Amorim, João Barroso

Editors

Margherita Antona, Constantine Stephanidis

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 41 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 41 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 7 17%
Student > Bachelor 6 15%
Researcher 6 15%
Student > Ph. D. Student 6 15%
Professor > Associate Professor 3 7%
Other 3 7%
Unknown 10 24%
Readers by discipline Count As %
Computer Science 12 29%
Engineering 6 15%
Medicine and Dentistry 5 12%
Psychology 3 7%
Nursing and Health Professions 1 2%
Other 0 0%
Unknown 14 34%