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Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices

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Cover of 'Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 A Framework for the Development of Localised Web Accessibility Guidelines for University Websites in Saudi Arabia
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    Chapter 2 Accessibility in Virtual Communities of Practice Under the Optics of Inclusion of Visually Impaired
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    Chapter 3 Ontology-Based Adaptive Interfaces for Colorblind Users
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    Chapter 4 Usability, Accessibility and Gameplay Heuristics to Evaluate Audiogames for Users Who are Blind
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    Chapter 5 Authoring WCAG2.0-Compliant Texts for the Web Through Text Readability Visualization
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    Chapter 6 Inclusive Process and Tool for Evaluation of Accessible User Experience (AUX)
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    Chapter 7 Personalizing Interaction Focused on a User’s Interactive Experience and Potential
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    Chapter 8 How Blind and Sighted Individuals Perceive the Typographic Text-Signals of a Document
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    Chapter 9 Methodology for Heuristic Evaluation of Web Accessibility Oriented to Types of Disabilities
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    Chapter 10 Development of Universal Design Mobile Interface Guidelines (UDMIG) for Aging Population
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    Chapter 11 Developing Accessibility Design Guidelines for Wearables: Accessibility Standards for Multimodal Wearable Devices
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    Chapter 12 A Test Procedure for Checking the WCAG 2.0 Guidelines
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    Chapter 13 Is Universal Accessibility on Track?
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    Chapter 14 Technology for Inclusion and Participation – Technology Based Accessibility (TBA)
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    Chapter 15 Place Brand-Building. Urban Empathy as an Evaluation Method
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    Chapter 16 Research and Intervention to Improve Institutional Structures for Adult AAC Users
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    Chapter 17 About Us, with Us: The Fluid Project’s Inclusive Design Tools
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    Chapter 18 New Initiatives for the Empowerment of People with Activity Limitations – An Analysis of 1,005 Cases of (Digital) Social Innovation Worldwide
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    Chapter 19 Investigating Motivational Aspects of Brazilian Elderly to Interact with Digital Games
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    Chapter 20 Identifying and Addressing Critical Usability Issues to Strengthen Nurses’ Interactions with Health IT
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    Chapter 21 Design with Me: I Have Special Needs! The Case for Cerebral Palsy
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    Chapter 22 Running on the Gatherun Cloud Platform: Using Self-determination Theory to Increase Motivation to Participate in Sporting Events
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    Chapter 23 Internal Diversification – Developing a Research Method of Urban Planning
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    Chapter 24 Exploring Downloadable Assistive Technologies Through the Co-fabrication of a 3D Printed Do-It-Yourself (DIY) Dog Wheelchair
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    Chapter 25 Architecture of Absurd
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    Chapter 26 Aging Society in Wroclaw’s Prefabricated Housing Estates
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    Chapter 27 Impact of New Construction Technologies on Sustainable Hotel Design
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    Chapter 28 Structure vs. Ergonomics in Contemporary Hotel Design
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    Chapter 29 Mobile Bathroom – Ideas and Solutions
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    Chapter 30 The Role of Architecture and Ergonomics on Shaping the Domestic Kitchen
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    Chapter 31 The Unconventional Tribune Profiles in Architectural Designing of Stadiums
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    Chapter 32 A Study of Product Form Design Using the Theory of Archetypes
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    Chapter 33 Group Level Versus Society Level of Computing
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    Chapter 34 The Falsified Self: Complexities in Personal Data Collection
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    Chapter 35 Work Motivating Factors of the Communications in a Crowd-Powered Microvolunteering Site
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    Chapter 36 Creating a Sense of Unity: From Quantified Self to Qualitative Space
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    Chapter 37 A Provenance Model for Quantified Self Data
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    Chapter 38 Understanding the Experience of Situated Mindfulness Through a Mobile App That Prompts Self-reflection and Directs Non-reactivity
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    Chapter 39 Assessing Levels of Attention Using Low Cost Eye Tracking
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    Chapter 40 An Overview of How Eye Tracking Is Used in Communication Research
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    Chapter 41 An Eye Tracking Based Examination of Visual Attention During Pairwise Comparisons of a Digital Product’s Package
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    Chapter 42 A Pilot Investigation of the Association Between Eye-Tracking Patterns and Self-reported Reading Behavior
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    Chapter 43 Designing and Evaluating a Wearable Device for Accessing Gaze Signals from the Sighted
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    Chapter 44 Density of Gaze Points Within a Fixation and Information Processing Behavior
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    Chapter 45 Exploring the Relationship Between Eye Movements and Pupillary Response from Formative User Experience Research
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    Chapter 46 Unique Object Characteristics Differentially Affect Visual Attention During Viewing of Dynamic Stimuli: The Influence of Location and Luminosity
Attention for Chapter 34: The Falsified Self: Complexities in Personal Data Collection
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Chapter title
The Falsified Self: Complexities in Personal Data Collection
Chapter number 34
Book title
Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-40250-5_34
Book ISBNs
978-3-31-940249-9, 978-3-31-940250-5
Authors

Alessandro Marcengo, Amon Rapp, Federica Cena, Marina Geymonat

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 20 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 20 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 30%
Student > Master 2 10%
Professor > Associate Professor 2 10%
Student > Bachelor 2 10%
Researcher 2 10%
Other 2 10%
Unknown 4 20%
Readers by discipline Count As %
Computer Science 7 35%
Design 2 10%
Nursing and Health Professions 2 10%
Arts and Humanities 1 5%
Physics and Astronomy 1 5%
Other 1 5%
Unknown 6 30%