Atjaunināt sīkdatņu piekrišanu

Human-Computer Interaction: 7th Iberoamerican Workshop, HCI-COLLAB 2021, Sao Paulo, Brazil, September 810, 2021, Proceedings 1st ed. 2021 [Mīkstie vāki]

  • Formāts: Paperback / softback, 263 pages, height x width: 235x155 mm, weight: 433 g, 82 Illustrations, color; 25 Illustrations, black and white; XIV, 263 p. 107 illus., 82 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1478
  • Izdošanas datums: 03-Dec-2021
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 303092324X
  • ISBN-13: 9783030923242
  • Mīkstie vāki
  • Cena: 69,22 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Standarta cena: 81,44 €
  • 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, 263 pages, height x width: 235x155 mm, weight: 433 g, 82 Illustrations, color; 25 Illustrations, black and white; XIV, 263 p. 107 illus., 82 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1478
  • Izdošanas datums: 03-Dec-2021
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 303092324X
  • ISBN-13: 9783030923242
This book constitutes the thoroughly refereed proceedings of the 7th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2021, held in Sao Paulo, Brazil, in September 2021.*

The 15 full and 4 short papers presented in this volume were carefully reviewed and selected from 68 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.

Combining two inspection methods: usability heuristic evaluation and
WCAG guidelines to assess e-commerce websites.- Considering the older adults'
perceptions of IoT for designing IoT technologies.- Control of a robotic hand
through voice commands and biosignals.- Desktop Application for Water Quality
Prediction and Monitoring System Using ISO 9241-210 and Machine Learning
Techniques.- Digital Ecosystem for Children“s Rehabilitation with Psychomotor
Deficit.- Evaluating of mobile user interface: A Design Lenses approach.-
Face Recognition Efficiency Enhancements Using Tensorflow and WebAssembly: A
Practical Approach.- Gamified Model to Support Shopping in Closed Spaces
Aimed at Blind People: A Systematic Literature Review.- Interface Analysis
Criteria for Mobile Devices: A Systematic Mapping.- Lepi-Board: an
Infrastructure for the Development of Digital Storytelling Games by
Blind-Users.- Modeling and Evaluating Personas with Software Explainability
Requirements.- Project-based Learning Focused on Professional Skills: An
Approach applied on Human-Computer Interaction and Software Requirements
Under-Graduation Courses.- Proposal for a serious game to assist in the daily
care of children with ASD before Covid-19.- Specified Ontologies in User Tags
to Graphical User Interface Hedonistic type based on Sentiment Analysis.-
Towards a definition of a learning model of business simulation games based
on the analysis of response from physiological devices.-  User experience
evaluation in MOOC platforms: a hybrid approach.- User Interface Adaptation
through Ontology Models and Code Generation.- User-centered design approach
for a machine learning platform for medical purpose.- Virtual Reconstruction
of Objects by Point Cloud Capture to Measurement of Density Parameters Using
Low Cost Device.