Description

Book Synopsis

Inclusive Virtual and Augmented Reality


Assessing the Usability of Kinect Sensor Gestures in Parkinson’s Disease: A Comparative Study of Standing and Seated Interactions.- Measuring Cognitive Load Through Virtual Reality Equipment Using Mock-Up Design Software.- A Proposal to Development a Digital Twin System Using VR to Support Dobot Training.- Immersive Virtual and Augmented Reality in Inclusive Sports Lectures.- Application of Augmented Reality Technology Combined with Concept Maps to Enhance Symbolic Play Abilities in Children with Autism.- Wayfinding and Independence: Usability, User Experience and Perceptions of Independence with GoodMaps Indoor Navigation.- Virtual Reality in School - Perspectives of German Students with Physical and Motor Disabilities.- Breaking Accessibility Barriers Through Laughter: An Emotional and Universal Design Approach to Address Technophobia in Augmented Reality.- Designing Inclusion and Inclusive Education with Virtual Reality – Perspectives from German-Speaking Countries.- 

Inclusive Learning and Playing


Enhancing K12 Education with Intelligent and Assistive Robots: Exploring Student Learning Experience.- Implementing Cutting Edge Technologies To Train Teacher Toward Maximizing The Inclusion of Underrepresented Middle School Students In STEM Academic Majors and Careers.- Empowering Adults with Intellectual Disabilities (ID) through Adaptive Chess Training: Preliminary Findings on Cognitive Assessment.- Extending and Designing an Inclusive Chess App for Users with Cognitive and Visual Impairments: A Participatory Design Approach.- The IceBreaker: A Portable Tangible Device to Facilitate Co-Located Icebreaking Activities.- Media Education for Students with Learning Difficulties - A Self-Assessment Study.- Designing Retention Tools Involving Role Models For Inclusive Computing Education.- Lessons Learned from Two Pilots Using Social Robots with Children with Autism in a Special Education School in Norway.- Evaluating the Efficacy of Immersive Virtual Learning Programme on Verbal and Nonverbal Interactions in Children with Attention Deficit Hyperactivity Disorder.- Together in Play: Encouraging Social Interaction Between Blind and Sighted Players with a Hide and Seek Game.- Towards a Conversational Tool for Discussing and Reflecting with Children on their Gendered Associations about Technology.- Research on Interactive Product Design Strategies for Gamified Hand Rehabilitation Training for Children with Cerebral Palsy.

Universal Access in HumanComputer Interaction

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    A Paperback by Margherita Antona

    15 in stock


      View other formats and editions of Universal Access in HumanComputer Interaction by Margherita Antona

      Publisher: Springer
      Publication Date: 01/06/2025
      ISBN13: 9783031938504, 978-3031938504
      ISBN10:

      Description

      Book Synopsis

      Inclusive Virtual and Augmented Reality


      Assessing the Usability of Kinect Sensor Gestures in Parkinson’s Disease: A Comparative Study of Standing and Seated Interactions.- Measuring Cognitive Load Through Virtual Reality Equipment Using Mock-Up Design Software.- A Proposal to Development a Digital Twin System Using VR to Support Dobot Training.- Immersive Virtual and Augmented Reality in Inclusive Sports Lectures.- Application of Augmented Reality Technology Combined with Concept Maps to Enhance Symbolic Play Abilities in Children with Autism.- Wayfinding and Independence: Usability, User Experience and Perceptions of Independence with GoodMaps Indoor Navigation.- Virtual Reality in School - Perspectives of German Students with Physical and Motor Disabilities.- Breaking Accessibility Barriers Through Laughter: An Emotional and Universal Design Approach to Address Technophobia in Augmented Reality.- Designing Inclusion and Inclusive Education with Virtual Reality – Perspectives from German-Speaking Countries.- 

      Inclusive Learning and Playing


      Enhancing K12 Education with Intelligent and Assistive Robots: Exploring Student Learning Experience.- Implementing Cutting Edge Technologies To Train Teacher Toward Maximizing The Inclusion of Underrepresented Middle School Students In STEM Academic Majors and Careers.- Empowering Adults with Intellectual Disabilities (ID) through Adaptive Chess Training: Preliminary Findings on Cognitive Assessment.- Extending and Designing an Inclusive Chess App for Users with Cognitive and Visual Impairments: A Participatory Design Approach.- The IceBreaker: A Portable Tangible Device to Facilitate Co-Located Icebreaking Activities.- Media Education for Students with Learning Difficulties - A Self-Assessment Study.- Designing Retention Tools Involving Role Models For Inclusive Computing Education.- Lessons Learned from Two Pilots Using Social Robots with Children with Autism in a Special Education School in Norway.- Evaluating the Efficacy of Immersive Virtual Learning Programme on Verbal and Nonverbal Interactions in Children with Attention Deficit Hyperactivity Disorder.- Together in Play: Encouraging Social Interaction Between Blind and Sighted Players with a Hide and Seek Game.- Towards a Conversational Tool for Discussing and Reflecting with Children on their Gendered Associations about Technology.- Research on Interactive Product Design Strategies for Gamified Hand Rehabilitation Training for Children with Cerebral Palsy.

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