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

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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
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