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Universal Access in Human–Computer Interaction. Human and Technological Environments

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Cover of 'Universal Access in Human–Computer Interaction. Human and Technological Environments'

Table of Contents

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    Book Overview
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    Chapter 1 Universally Accessible mHealth Apps for Older Adults: Towards Increasing Adoption and Sustained Engagement
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    Chapter 2 Achieving End User Acceptance: Building Blocks for an Evidence-Based User-Centered Framework for Health Technology Development and Assessment
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    Chapter 3 Ergonomic Evaluation of the Portal of the Repository in the Health Area of UNIFESP: Proposal of Specifications and Ergonomic Recommendations for Its Interface
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    Chapter 4 Hearables in Hearing Care: Discovering Usage Patterns Through IoT Devices
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    Chapter 5 The Privacy, Security and Discoverability of Data on Wearable Health Devices: Fitness or Folly?
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    Chapter 6 Design and Usability Evaluation of Speech Rehabilitation APP Interface for Patients with Parkinson’s Disease
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    Chapter 7 Game-Based Speech Rehabilitation for People with Parkinson’s Disease
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    Chapter 8 User Evaluation of an App for Liquid Monitoring by Older Adults
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    Chapter 9 SmartGym: An Anticipatory System to Detect Body Compliance During Rehabilitative Exercise
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    Chapter 10 “The Sum of All Our Feelings!”: Sentimental Analysis on Chinese Autism Sites
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    Chapter 11 Design of an Innovative Assisting Device for Knee Osteoarthritis
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    Chapter 12 Applying Movie and Multimedia to the Inclusive Learning and Teaching in Germany: Problems and Solutions
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    Chapter 13 Considerations for Designing Educational Software for Different Technological Devices and Pedagogical Approaches
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    Chapter 14 Teaching Robot Programming Activities for Visually Impaired Students: A Systematic Review
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    Chapter 15 Participatory Design of Technology for Inclusive Education: A Case Study
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    Chapter 16 QUIMIVOX MOBILE: Assistive Tool to Teach Mendeleev Table
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    Chapter 17 The Use of Computational Artifacts to Support Deaf Learning: An Approach Based on the Direct Way Methodology
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    Chapter 18 Evaluation of an Automatic Essay Correction System Used as an Assessment Tool
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    Chapter 19 A Bridge to Cognition Through Intelligent Games
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    Chapter 20 Chatbot and Dialogue Demonstration with a Humanoid Robot in the Lecture Class
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    Chapter 21 Universal Design to a Learning Environment-Object Adding Network as Condition and Data Visualization as Framework to Provide Universal Access
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    Chapter 22 Wearable Life: A Wrist-Worn Application to Assist Students in Special Education
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    Chapter 23 Identifying Sound Cues of the Outdoor Environment by Blind People to Represent Landmarks on Audio-Tactile Maps
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    Chapter 24 Design of Geographic Information Systems to Promote Accessibility and Universal Access
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    Chapter 25 Assess User Needs for Time-Related Information to Design an Airport Guide System
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    Chapter 26 Lived Experiences and Technology in the Design of Urban Nature Parks for Accessibility
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    Chapter 27 Outdoor Wayfinding and Navigation for People Who Are Blind: Accessing the Built Environment
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    Chapter 28 Inclusive Design Thinking for Accessible Signage in Urban Parks in Taiwan
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    Chapter 29 Accessible Tourism for Deaf People in Poland: The SITur and SITex Programs as Proposals for Accessible Urban Information
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    Chapter 30 Impact of Cognitive Learning Disorders on Accessing Online Resources
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    Chapter 31 Young Female Consumers’ Perceptions and Purchase Intentions Towards Character Economy
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    Chapter 32 A Software to Capture Mental Models
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    Chapter 33 Rethinking Audio Visualizations: Towards Better Visual Search in Audio Editing Interfaces
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    Chapter 34 Media Use of Persons with Disabilities
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    Chapter 35 Now You See It, Now You Don’t: Understanding User Interface Visibility
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    Chapter 36 Impressive Picture Selection from Wearable Camera Toward Pleasurable Recall of Group Activities
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    Chapter 37 Analytics Solution for Omni-Channel Merchandising
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    Chapter 38 Temporal Evolution in Potential Functions While Peripheral Viewing Video Clips with/without Backgrounds
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    Chapter 39 Camera Canvas: Photo Editing and Sharing App for People with Disabilities
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    Chapter 40 Evaluation of Cerebral Blood Flow While Viewing 3D Video Clips
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    Chapter 41 Low Cost Smart Homes for Elders
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    Chapter 42 Fire Warning System by Using GPS Monitoring and Quadcopters
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    Chapter 43 Robotic Assistants for Universal Access
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    Chapter 44 Study on the Application of Computer Simulation to Foldable Wheelchairs
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    Chapter 45 Mindfulness and Asynchronous Neurofeedback: Coping with Mind Wandering
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    Chapter 46 Data Design for Wellness and Sustainability
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    Chapter 47 Introducing Wearables in the Kitchen: An Assessment of User Acceptance in Younger and Older Adults
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    Chapter 48 Using Intelligent Personal Assistants to Strengthen the Elderlies’ Social Bonds
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    Chapter 49 Designing Autonomous Systems Interactions with Elderly People
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    Chapter 50 A Systematic Review of the Potential Application of Virtual Reality Within a User Pre-occupancy Evaluation
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    Chapter 51 Reconciling Cognitive Reappraisal and Body Awareness in a Digital Mindfulness Experience
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