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Titlebook: Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments; 12th International C Margherita Antona,Co

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书目名称Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments
副标题12th International C
编辑Margherita Antona,Constantine Stephanidis
视频video
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments; 12th International C Margherita Antona,Co
描述This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018..The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions..The 48 papers presented in this volume were organized in topical sections named: virtual and augmented reality for universal access; intelligent assistive environments; and access to the web, social media, education, culture and social innovation..
出版日期Conference proceedings 2018
关键词Accessability; Usability; Education; Navigation; Usability problems; Web accessability; HCI; virtual realit
版次1
doihttps://doi.org/10.1007/978-3-319-92052-8
isbn_softcover978-3-319-92051-1
isbn_ebook978-3-319-92052-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2018
The information of publication is updating

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Virtual Reality for Pain Management Among Children and Adolescents: Applicability in Clinical Settinever, the effectiveness of VR as a distraction technique remains scarcely evaluated during many painful procedures. In many countries, such as Italy, VR analgesia is hardly applied.. The current study aims to highlight the potentials and the limitations of VR analgesia for children’s pain management
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3D Spatial Gaming Interaction to Broad CS Participationg software that can be used by everyone, we can spark more interest in CS. We created a simple prototype emulating an Escape Room with the idea to attract individuals of any age range with a fun learning activity, but our primary focus is on teenagers and young adults. The puzzles in the game engage
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Virtual Reality Interaction Techniques for Individuals with Autism Spectrum Disorderctive use of VR for training, there is little work in the literature evaluating different VR interaction techniques for this audience. In this paper, different VR interaction techniques are explored in the Virtual Reality for Vocational Rehabilitation (VR4VR) system and additional data analysis on t
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Effectiveness of Virtual Reality Survival Horror Games for the Emotional Elicitation: Preliminary Ined not only as a source of entertainment, but also as a tool for both emotion elicitation and emotional training. However, studies investigating the players’ experience and the emotional activation while playing virtual reality video games are still very limited and horror games represent an even mo
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Effect of Controlled Consciousness on Sense of Presence and Visually Induced Motion Sickness While V evoked postural response (VEPRs) Then, in this study, we verified effect of controlling consciousness on VEPRs, visually induced motion sickness (VIMS), a sense of presence while viewing 3D movies. Participants watched 3D movie consisted of several colored balls sinusoidal moving at 0.25 Hz in the
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