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Universal Access in Human-Computer Interaction: 19th International Conference, UAHCI 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 2227, 2025, Proceedings, Part II [Mīkstie vāki]

  • Formāts: Paperback / softback, 291 pages, height x width: 235x155 mm, 47 Illustrations, color; 19 Illustrations, black and white; XXV, 291 p. 66 illus., 47 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 15781
  • Izdošanas datums: 01-Jun-2025
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 303193850X
  • ISBN-13: 9783031938504
  • Mīkstie vāki
  • Cena: 118,31 €*
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  • Formāts: Paperback / softback, 291 pages, height x width: 235x155 mm, 47 Illustrations, color; 19 Illustrations, black and white; XXV, 291 p. 66 illus., 47 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 15781
  • Izdošanas datums: 01-Jun-2025
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 303193850X
  • ISBN-13: 9783031938504
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
Inclusive Virtual and Augmented Reality



Assessing the Usability of Kinect Sensor Gestures in Parkinsons 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.