Human-Computer Interaction: 6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16–18, 2020, Proceedings: Communications in Computer and Information Science, cartea 1334
Editat de Vanessa Agredo-Delgado, Pablo H. Ruiz, Klinge Orlando Villalba-Condorien Limba Engleză Paperback – 5 ian 2021
*The workshop was held virtually due to the COVID-19 pandemic.
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Specificații
ISBN-13: 9783030669188
ISBN-10: 3030669181
Pagini: 316
Ilustrații: XIV, 316 p. 128 illus., 110 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.47 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
ISBN-10: 3030669181
Pagini: 316
Ilustrații: XIV, 316 p. 128 illus., 110 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.47 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
Cuprins
A Physiotherapist’s Matter: Validating a Physical Rehabilitation Exergame to Enable Safe Evaluation with Patients.- An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects.- An experimental activity to develop usability and UX heuristics.- Autonomous Driving: Obtaining direction commands by classifying images within a simulation platform.- Breaking the Gap: Collaborative Environment as a Meeting Point to Provide and Receive Help to Overcome the Digital Gap.- Challenges in Integrating SCRUM and the User-Centered Design Framework: A Systematic Review.- Clustering Analysis of Usability in Web Sites of Higher Technological Institutes of Ecuador.- Collaborative learning group formation based on personality traits: An empirical study in initial Programming courses.- Communication preferences of first-year university students from Mexico and Spain.- CovidEmoVis - An Interactive Visual Analytic Tool for Exploring Emotions from Twitter Data of Covid-19.- Cyber Exposed at Preparatory: Classmates and Teachers Using Social Networks and Life Satisfaction.- Design and implementation of a voice-based conversational agent for the continuous training and learning of pharmaceutical sales representatives.- Evaluating the Socioenactive Experience with a Tangible Tabletop Installation: A Case Study.- Habitar: A Collaborative Tool to Visualize, Distribute, Organize and Share Domestic Tasks Towards Reducing the Gender Gap in Household Labor.- Human Body AR: a mobile application for teaching anatomy for elementary students using augmented reality.- Mixed Reality Infotainment Simulator, Work in Progress.- Mobile application to improve reading habits using Virtual Reality.- Model for Pervasive Social Play Experiences.- Model-Driven Multidisciplinary Production of Virtual Reality Environments for elementary school with ADHD.- Recommendations and Challenges for Developing English Vocabulary Learning Games.- Reference framework for measuring the level of technological acceptance by the elderly: a virtual assistants case study.- Relaxing and Familiar, Guidelines to Develop Interactive Applications for Dementia Patients.- Rivit: A Digital Game to Cognitively Train and Entertain Heart Failure Patients.- Smartphones, Suitable Tool for Driver Behavior Recognition. A Systematic Review.- State of the art of business simulation games modeling supported by brain-computer interfaces.- Tales of Etrya: English Vocabulary Game.- Towards a process definition for the shared understanding construction in Computer-Supported Collaborative Work.- Towards to usability guidelines construction for the design of interactive mobile applications for learning mathematics.- Usability Evaluation over Multiplayer Games on Display Wall Systems.- Voluminis: Mobile application for learning mathematics in geometry with augmented reality and gamification.- Wireless Haptic Glove for Interpretation and Communication of Deafblind People.