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El. knyga: Universal Access in Human-Computer Interaction. Applications and Practice: 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings, Part II

  • Formatas: EPUB+DRM
  • Serija: Lecture Notes in Computer Science 12189
  • Išleidimo metai: 10-Jul-2020
  • Leidėjas: Springer Nature Switzerland AG
  • Kalba: eng
  • ISBN-13: 9783030491086
  • Formatas: EPUB+DRM
  • Serija: Lecture Notes in Computer Science 12189
  • Išleidimo metai: 10-Jul-2020
  • Leidėjas: Springer Nature Switzerland AG
  • Kalba: eng
  • ISBN-13: 9783030491086

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This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.
UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.

Using Augmented Reality Technology with Serial Learning Framework to
Develop a Serial Social Story Situation Board Game System for Children with
Autism to Improve Social Situation Understanding and Social Reciprocity
Skills.- Using Augmented Reality and Concept Mapping to Improve Ability to
Master Social Relationships and Social Reciprocity for Children with Autism
Spectrum Disorder.- Applying the Game mode and Teaching strategies of
Computational Thinking to the Improvement of Social skills Training for
Children with Autism Spectrum Disorders.- Process for a Technology Design
Model Promoting Active Participation of End Users with Neurodevelopmental
Disorders: Achievements and Pitfalls.- The STORM Project: Using Video Game to
Promote Completion of Morning Routine for Children With Attention Deficit
Hyperactivity Disorder and Autism Spectrum Disorder.- A Case Study about
Usability, User Experience and Accessibility Problems of Deaf Users with
Assistive Technologies.- ArSign: Toward a Mobile Based Arabic Sign Language
Translator Using LMC.- Digital Accessibility in the Education of the Deaf in
Greece.- Participatory Design Workshops for Adapting a Form for Deaf
Respondents.- A Methodology for Assessing Translation Quality Generated by
Sign Language Machine Translators: A Case Study with Vlibras.- Interest and
Requirements for Sound-Awareness Technologies among Deaf and Hard-of-Hearing
Users of Assistive Listening Devices.- Providing a Tangible and Visual
Feedback of Affective States Self-Expressions.- Accessible Computer Science
for K-12 Students with Hearing Impairments.- Competencies for Educators in
delivering Digital Accessibility in Higher Education.- My A+ Math: Teaching
Math to Students with Vision Impairment.- Video Games to Foster Empathy: A
Critical Analysis of the Potential of Detroit: Become Human and The Walking
Dead.- METUIGA Methodology for the Design of Systems based on Tangible User
Interfaces and Gamification Techniques - Case Study: Teaching Geometry in
Children with Visual Problems.- Makerspaces for Inclusive Education.-
Situated Ability: A Case from Higher Education on Digital Learning
Environments.- Digital Skills for People with Disabilities in a Learning and
Demonstration Experience Laboratory - The project Emscher-Lippe hoch 4.-
Digitally-Supported Inclusive Vocational Education - Conceptual
Considerations for the Hotel and Restaurant Industry.- Design of a Tangible
Programming Tool for Students with Visual Impairments and Low Vision.-
Accessible Learning Management Systems in Higher Education.- Open Government
Data through the Lens of Universal Design.- Cultural Inclusion and Access to
Technology: Bottom-up Perspectives on Copyright Law and Policy in Norway.-
The Information Repertoire of People with Disabilities.- Startups.- I Cant
Do It, They Say! Perceived Stigmatization Experiences of People with
Intellectual Disabilities when Using and Accessing the Internet.- Service
Design for Accessible Tourism.- Homebased Telework as a Tool for Inclusion? A
Literature Review of Telework, Disabilities and Work-Life Balance.- Travel
Service Design for the Visually Impaired: User Experience from Combining Real
Human Assistants and AI Devices in An Appropriate Proportion .- The Influence
of Social Networking Technology on Centennials Purchase Intent.- Effects of
Cognitive Consistency in Microtask Design with only Auditory Information.-
Assistive Technology for the Visually Impaired: Optimizing Frame Rate
(Freshness) to Improve the Performance of Real-time Objects Detection
Application.- Affective Computing and Loneliness: How this Approach could
Improve a Support System.- A Preliminary Investigation Towards the
Application of Facial Expression Analysis to Enable an Emotion-Aware Car
Interface.- Research on the Visually Impaired Individuals Shopping with
Artificial Intelligence Image Recognition Assistance.- Single Image-Based
Food Volume Estimation Using Monocular Depth-Prediction Networks.- On the
Allocation of Resources in Sensor Clouds Under the Se-aaS Paradigm.-
Applications of Speaker Identification for Universal Access.- Smartphone
Navigation Support for Blind and Visually Impaired People - A Comprehensive
Analysis of Potentials and Opportunities.- Designing System Architecture for
the Catering Management System of Chang Gung Health and Culture Village.-
Ecient Small-Scale Network for Room Layout Estimation.- Low-Resolution
Retinal Image Vessel Segmentation.