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Universal Access in Human-Computer Interaction. Theory, Methods and Tools

Overview of attention for book
Cover of 'Universal Access in Human-Computer Interaction. Theory, Methods and Tools'

Table of Contents

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    Book Overview
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    Chapter 1 Beyond Usability: Methodologies and Bias – Surveying the Surveys
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    Chapter 2 A.I. Ethics in the City
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    Chapter 3 Empowering Instead of Hindering – Challenges in Participatory Development of Cognitively Accessible Software
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    Chapter 4 Inquiring Evaluation Aspects of Universal Design and Natural Interaction in Socioenactive Scenarios
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    Chapter 5 Expectations and Concerns Emerging from Experiences with Assistive Technology for ALS Patients
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    Chapter 6 Teaching Empathy in Underserved Audiences Through Game Based Learning
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    Chapter 7 From UX to Engagement: Connecting Theory and Practice, Addressing Ethics and Diversity
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    Chapter 8 Universal Access: The Challenges Ahead
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    Chapter 9 Achieving Inclusion with Contextualized User-Sensitive Design
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    Chapter 10 A Disability-Oriented Analysis Procedure for Leisure Rehabilitation Product Design
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    Chapter 11 Getting Smarter About Data and Access in Smart Cities
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    Chapter 12 Initiation to Reverse Engineering by Using Activities Based on Photogrammetry as New Teaching Method in University Technical Studies
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    Chapter 13 Disrupting Higher Education: Engaging Design Students in UX Processes to Enhance Innovation in Higher Education
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    Chapter 14 Guideline Definition for the Evaluation of Citizen Experience Using Urban Interfaces
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    Chapter 15 Preliminary Findings from a Study of an Arabic Accessibility Tool Checker
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    Chapter 16 Information Technology Based Usable Ballot Interface Design for Persons with Visual Impairment in Sri Lanka
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    Chapter 17 User Test Logger: An Open Source Browser Plugin for Logging and Reporting Local User Studies
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    Chapter 18 Research on Wearable Shopping Aid Device for Visually Impaired People
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    Chapter 19 Design and Evaluation of a User-Interface for Authoring Sentences of American Sign Language Animation
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    Chapter 20 Accessibility or Usability of the User Interfaces for Visually Impaired Users? A Comparative Study
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    Chapter 21 Reflections on Elements of a Game Design Model Applied to Inclusive Digital Games
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    Chapter 22 Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design
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    Chapter 23 An Investigation on Sharing Economy Mobile Service Adoption: How Perceived Risk, Value, and Price Interact?
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    Chapter 24 The Promotion of Empathy for the Experience of Users with Visual Impairment in the Game Design Education
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    Chapter 25 Perceivability of Map Information for Disaster Situations for People with Low Vision
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    Chapter 26 Multi-faceted Approach to Computer Simplification via Personalization and Layering
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    Chapter 27 On Online Banking Authentication for All: A Comparison of BankID Login Efficiency Using Smartphones Versus Code Generators
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    Chapter 28 Audiovisual Design for Generative Systems: A Customized Audiovisual Experiment
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    Chapter 29 How to Design an Intervention to Raise Digital Competences: ALL DIGITAL Week – Dortmund 2018
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    Chapter 30 3D Interaction for Computer Science Educational VR Game
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    Chapter 31 A Flexible Assessment Platform for Middle School Supported on Students Goals
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    Chapter 32 A Delphi Study on the Design of Digital Educational Games
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    Chapter 33 Visualizing Student Interactions to Support Instructors in Virtual Learning Environments
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    Chapter 34 A Place to Discover, Imagine, and Change: Smart Learning with Local Places
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    Chapter 35 A Learning Management System Accessible for Visual, Hearing and Physical Impairments
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    Chapter 36 Expressing the Personality of a Humanoid Robot as a Talking Partner in an Elementary School Classroom
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    Chapter 37 Evaluation of User-Interface Designs for Educational Feedback Software for ASL Students
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    Chapter 38 HCI Methods and Practices for Audiovisual Systems and Their Potential Contribution to Universal Design for Learning: A Systematic Literature Review
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    Chapter 39 Analysis of Biofeedback Through Heartbeat Obtained by Exposure to Phobia Through Virtual Reality
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    Chapter 40 Using Digital Puppetry to Prepare Physicians to Address Non-suicidal Self-injury Among Teens
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    Chapter 41 Using Virtual Reality to Create an Inclusive Virtual Drumming Environment
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    Chapter 42 Visual Issues on Augmented Reality Using Smart Glasses with 3D Stereoscopic Images
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    Chapter 43 Automation of Box and Block Test in Virtual Reality and Augmented Reality
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    Chapter 44 Exploration of Physiological Signals Using Different Locomotion Techniques in a VR Adventure Game
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    Chapter 45 Editor of O & M Virtual Environments for the Training of People with Visual Impairment
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    Chapter 46 AR Contents Superimposition on Walls and Persons
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    Chapter 47 Gaming Background Influence on VR Performance and Comfort: A Study Using Different Navigation Metaphors
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    Chapter 48 Changes in Eye Movements and Body Sway While Viewing Stereoscopic Movies Under Controlled Consciousness
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    Chapter 49 Effects of Low/High-Definition Stereoscopic Video Clips on the Equilibrium Function
Overall attention for this book and its chapters
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Mentioned by

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9 tweeters
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1 Wikipedia page

Readers on

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24 Mendeley
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Title
Universal Access in Human-Computer Interaction. Theory, Methods and Tools
Published by
Springer International Publishing, September 2019
DOI 10.1007/978-3-030-23560-4
ISBNs
978-3-03-023559-8, 978-3-03-023560-4
Editors

Antona, Margherita, Stephanidis, Constantine

Twitter Demographics

The data shown below were collected from the profiles of 9 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 24 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 24 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 7 29%
Student > Ph. D. Student 6 25%
Professor > Associate Professor 3 13%
Researcher 2 8%
Other 1 4%
Other 1 4%
Unknown 4 17%
Readers by discipline Count As %
Computer Science 7 29%
Arts and Humanities 3 13%
Engineering 3 13%
Medicine and Dentistry 2 8%
Economics, Econometrics and Finance 1 4%
Other 1 4%
Unknown 7 29%