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Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge

Overview of attention for book
Cover of 'Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Effects of User Age on Smartphone and Tablet Use, Measured with an Eye-Tracker via Fixation Duration, Scan-Path Duration, and Saccades Proportion
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    Chapter 2 LifeSpeeder
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    Chapter 3 Elders Using Smartphones – A Set of Research Based Heuristic Guidelines for Designers
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    Chapter 4 VIC – An Interactive Video System for Dynamic Visualization in Web and Mobile Platforms
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    Chapter 5 Implementing GPII/Cloud4All Support for Mobile Accessibility for Android
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    Chapter 6 The GPII on Smart Phones: Android
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    Chapter 7 Effects of Interaction Style and Screen Size on Touchscreen Text Entry Performance: An Empirical Research
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    Chapter 8 An Experimental Approach in Conceptualizing Typographic Signals of Documents by Eight-Dot and Six-Dot Braille Code
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    Chapter 9 Document Transformation Infrastructure
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    Chapter 10 Accessible Metadata Generation
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    Chapter 11 EAR-Math: Evaluation of Audio Rendered Mathematics
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    Chapter 12 Riemann Geometric Color-Weak Compensation for Individual Observers
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    Chapter 13 Effect of the Color Tablet Computer’s Polarity and Character Size on Legibility
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    Chapter 14 A Proposal for an Automated Method to Produce Embossed Graphics for Blind Persons
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    Chapter 15 Usability Evaluation of a Web System for Spatially Oriented Audio Descriptions of Images Addressed to Visually Impaired People
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    Chapter 16 Emotional Prosodic Model Evaluation for Greek Expressive Text-to-Speech Synthesis
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    Chapter 17 Eye Tracking on a Paper Survey: Implications for Design
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    Chapter 18 Can Evaluation Patterns Enable End Users to Evaluate the Quality of an e-learning System? An Exploratory Study
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    Chapter 19 Computer-Based Cognitive Training in Adults with Down’s Syndrome
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    Chapter 20 An Analytic Tool for Assessing Learning in Children with Autism
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    Chapter 21 Towards Improving the e-learning Experience for Deaf Students: e-LUX
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    Chapter 22 Medium for Children’s Creativity: A Case Study of Artifact’s Influence
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    Chapter 23 Action Research to Generate Requirements for a Computational Environment Supporting Bilingual Literacy of Deaf Children
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    Chapter 24 Early Interaction Experiences of Deaf Children and Teachers with the OLPC Educational Laptop
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    Chapter 25 Research on Accessibility of Question Modalities Used in Computer-Based Assessment (CBA) for Deaf Education
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    Chapter 26 Assessing Group Composition in e-learning According to Vygotskij’s Zone of Proximal Development
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    Chapter 27 A Data Mining Approach to the Analysis of Students’ Learning Styles in an e-Learning Community: A Case Study
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    Chapter 28 Augmented Reality Tools and Learning Practice in Mobile-Learning
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    Chapter 29 e-Testing with Interactive Images - Opportunities and Challenges
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    Chapter 30 On Enhancing Disabled Students’ Accessibility in Environmental Education Using ICT: The MusicPaint Case
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    Chapter 31 Accessibility in Multimodal Digital Learning Materials
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    Chapter 32 Accessible Open Educational Resources for Students with Disabilities in Greece: They are Open to the Deaf
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    Chapter 33 Measuring the Effect of First Encounter with Source Code Entry for Instruction Set Architectures Using Touchscreen Devices: Evaluation of Usability Components
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    Chapter 34 Framework for Adaptive Knowledge Transmission Supported by HCI and Interoperability Concepts
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    Chapter 35 HCI-Based Guidelines for Electronic and Mobile Learning for Arabic Speaking Users: Do They Effectively Exist?
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    Chapter 36 Accessible Online Education: Audiovisual Translation and Assistive Technology at the Crossroads
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    Chapter 37 Skill Development Framework for Micro-Tasking
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    Chapter 38 Utilizing Eye Tracking to Improve Learning from Examples
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    Chapter 39 Engaging Students with Profound and Multiple Disabilities Using Humanoid Robots
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    Chapter 40 Transfer of Learnings between Disciplines: What S-BPM Facilitators Could Ask Progressive Educators (and might not dare to do)
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    Chapter 41 DayByDay: Interactive and Customizable Use of Mobile Technology in the Cognitive Development Process of Children with Autistic Spectrum Disorder
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    Chapter 42 An Introduction to the FLOE Project
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    Chapter 43 Design of a Virtual Reality Driving Environment to Assess Performance of Teenagers with ASD
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    Chapter 44 Learning from Each Other: An Agent Based Approach
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    Chapter 45 SMART VIEW: A Serious Game Supporting Spatial Orientation of Subjects with Cognitive Impairments
  47. Altmetric Badge
    Chapter 46 Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge
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    Chapter 47 Learning through Game Making: An HCI Perspective
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    Chapter 48 Videogaming Interaction for Mental Model Construction in Learners Who Are Blind
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    Chapter 49 A Data-Driven Entity-Component Approach to Develop Universally Accessible Games
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    Chapter 50 Players’ Opinions on Control and Playability of a BCI Game
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    Chapter 51 Designing Playful Games and Applications to Support Science Centers Learning Activities
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    Chapter 52 Designing Sociable CULOT as a Playground Character
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    Chapter 53 KidSmart© in Early Childhood Learning Practices: Playful Learning Potentials?
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    Chapter 54 Interactive Multimodal Molecular Set – Designing Ludic Engaging Science Learning Content
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    Chapter 55 Modeling Videogames for Mental Mapping in People Who Are Blind
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    Chapter 56 Most Important in the Design: Focus on the Users’ Needs, a Case Study
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    Chapter 57 Combining Ludology and Narratology in an Open Authorable Framework for Educational Games for Children: the Scenario of Teaching Preschoolers with Autism Diagnosis
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    Chapter 58 Engaging People with Cultural Heritage: Users’ Perspective
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    Chapter 59 The Practice of Showing ‘Who I am’: A Multimodal Analysis of Encounters between Science Communicator and Visitors at Science Museum
  61. Altmetric Badge
    Chapter 60 Using Augmented Reality and Social Media in Mobile Applications to Engage People on Cultural Sites
  62. Altmetric Badge
    Chapter 61 Using Cloud Technologies for Engaging People with Cultural Heritage
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    Chapter 62 Tailoring Lifelong Cultural Experiences
  64. Altmetric Badge
    Chapter 63 Designing Personalised Itineraries for Europe’s Cultural Routes
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    Chapter 64 Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform
  66. Altmetric Badge
    Chapter 65 Adaptive User Experiences in the Cultural Heritage Information Space
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (89th percentile)
  • High Attention Score compared to outputs of the same age and source (97th percentile)

Mentioned by

blogs
1 blog
twitter
4 X users
facebook
2 Facebook pages
wikipedia
1 Wikipedia page

Citations

dimensions_citation
2 Dimensions

Readers on

mendeley
302 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.
Title
Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge
Published by
arXiv, May 2014
DOI 10.1007/978-3-319-07440-5
ISBNs
978-3-31-907439-9, 978-3-31-907440-5
Authors

Fabrizio Borgia, Claudia Bianchini, Maria de Marsico

Editors

Stephanidis, Constantine, Antona, Margherita

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users 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 302 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 <1%
Colombia 1 <1%
France 1 <1%
Malaysia 1 <1%
Finland 1 <1%
Brazil 1 <1%
Unknown 295 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 25 8%
Student > Ph. D. Student 17 6%
Student > Bachelor 8 3%
Researcher 7 2%
Student > Doctoral Student 5 2%
Other 9 3%
Unknown 231 76%
Readers by discipline Count As %
Computer Science 42 14%
Engineering 6 2%
Social Sciences 6 2%
Psychology 3 <1%
Design 3 <1%
Other 8 3%
Unknown 234 77%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 14. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 March 2021.
All research outputs
#2,270,669
of 23,041,514 outputs
Outputs from arXiv
#38,996
of 946,399 outputs
Outputs of similar age
#24,015
of 227,750 outputs
Outputs of similar age from arXiv
#238
of 9,588 outputs
Altmetric has tracked 23,041,514 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 90th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 946,399 research outputs from this source. They receive a mean Attention Score of 3.9. This one has done particularly well, scoring higher than 95% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 227,750 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 89% of its contemporaries.
We're also able to compare this research output to 9,588 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 97% of its contemporaries.