Universal Access in Human-Computer Interaction (Lecture Notes in Computer Science 15781) (2025. xxv, 291 S. XXV, 291 p. 66 illus., 47 illus. in color. 235 mm)

個数:

Universal Access in Human-Computer Interaction (Lecture Notes in Computer Science 15781) (2025. xxv, 291 S. XXV, 291 p. 66 illus., 47 illus. in color. 235 mm)

  • 在庫がございません。海外の書籍取次会社を通じて出版社等からお取り寄せいたします。
    通常6~9週間ほどで発送の見込みですが、商品によってはさらに時間がかかることもございます。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合がございます。
    2. 複数冊ご注文の場合、分割発送となる場合がございます。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて

  • 提携先の海外書籍取次会社に在庫がございます。通常3週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合、分割発送となる場合がございます。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Paperback:紙装版/ペーパーバック版
  • 商品コード 9783031938504

Full Description

This 2-volume set LNCS 15780-15781 constitutes the refereed proceedings of the 19th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2025, held as part of the 27th International Conference, HCI International 2025, in Gothemburg, Sweden during June 22nd to 27th, 2025.

The total of 1430 papers and 355 posters included in the HCII 2025 proceedings was carefully reviewed and selected from 7972 submissions.

The two volumes cover topics as follows: 

Universal Access Theory and Practice

Multimodality and UI Adaptation

Universal Access and AI

Inclusive Virtual and Augmented Reality

Inclusive Learning and Playing

Contents

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.

最近チェックした商品