Atjaunināt sīkdatņu piekrišanu

Human-Computer Interaction: 6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 1618, 2020, Proceedings 1st ed. 2020 [Mīkstie vāki]

  • Formāts: Paperback / softback, 316 pages, height x width: 235x155 mm, weight: 510 g, 110 Illustrations, color; 18 Illustrations, black and white; XIV, 316 p. 128 illus., 110 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1334
  • Izdošanas datums: 05-Jan-2021
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030669181
  • ISBN-13: 9783030669188
  • Mīkstie vāki
  • Cena: 46,91 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Standarta cena: 55,19 €
  • Ietaupiet 15%
  • Grāmatu piegādes laiks ir 3-4 nedēļas, ja grāmata ir uz vietas izdevniecības noliktavā. Ja izdevējam nepieciešams publicēt jaunu tirāžu, grāmatas piegāde var aizkavēties.
  • Daudzums:
  • Ielikt grozā
  • Piegādes laiks - 4-6 nedēļas
  • Pievienot vēlmju sarakstam
  • Formāts: Paperback / softback, 316 pages, height x width: 235x155 mm, weight: 510 g, 110 Illustrations, color; 18 Illustrations, black and white; XIV, 316 p. 128 illus., 110 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1334
  • Izdošanas datums: 05-Jan-2021
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030669181
  • ISBN-13: 9783030669188
This book constitutes the thoroughly refereed proceedings of the 6th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2020, held in Arequipa, Peru, in September 2020.*The 28 full and 3 short papers presented in this volume were carefully reviewed and selected from 128 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional Interfaces, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others.





*The workshop was held virtually due to the COVID-19 pandemic.
A Physiotherapists 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.