Download or read book 2014 2nd Workshop on Virtual and Augmented Assistive Technology VAAT written by IEEE Staff and published by . This book was released on 2014-03-30 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The workshop on Virtual and Augmented Assistive Technology is intended to bring together technological and clinical research communities to advance the state of the art in Virtual Reality (VR) and Augmented Reality (AR) assistive technology Over the past several decades, there has been a host of research conducted to improve rehabilitation and enable assistive technology for persons with disabilities (e g, cognitive, physical) through VR and AR However, this area needs to take more advantage of state of the art VR and AR technology We believe this situation could be improved if the two contributing communities to this area the technology and the clinical communities had greater opportunity for more direct interaction and collaboration to advance the field This is the primary goal of this workshop
Download or read book Virtual and Augmented Assistive Technology VAAT 2014 2nd Workshop on written by and published by . This book was released on 2014 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book 2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology VAAT written by and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Interactive Technologies and Autism Second Edition written by Julie A. Kientz and published by Springer Nature. This book was released on 2022-06-01 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an in-depth review of the historical and state-of-the-art use of technology by and for individuals with autism. The design, development, deployment, and evaluation of interactive technologies for use by and with individuals with autism have been rapidly increasing over the last few decades. There is great promise for the use of these technologies to enrich lives, improve the experience of interventions, help with learning, facilitate communication, support data collection, and promote understanding. Emerging technologies in this area also have the potential to enhance assessment and diagnosis of autism, to understand the nature and lived experience of autism, and to help researchers conduct basic and applied research. The intention of this book is to give readers a comprehensive background for understanding what work has already been completed and its impact as well as what promises and challenges lie ahead. A large majority of existing technologies have been designed for autistic children, there is increased interest in technology’s intersection with the lived experiences of autistic adults. By providing a classification scheme and general review, this book can help technology designers, researchers, autistic people, and their advocates better understand how technologies have been successful or unsuccessful, what problems remain open, and where innovations can further address challenges and opportunities for individuals with autism and the variety of stakeholders connected to them.
Download or read book 2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology VAAT 2015 written by IEEE VR International Workshop on Virtual and Augmented Assistive Technology and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book 2013 1st Workshop on Virtual and Augmented Assistive Technology VAAT 2013 written by and published by . This book was released on 2013 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Virtual and Augmented Assistive Technology VAAT 2015 3rd IEEE VR International Workshop on written by and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Spatial Audio written by Woon Seng Gan and published by MDPI. This book was released on 2018-03-23 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a printed edition of the Special Issue "Spatial Audio" that was published in Applied Sciences
Download or read book Recent Developments in Smart Healthcare written by Wenbing Zhao and published by MDPI. This book was released on 2018-03-23 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a printed edition of the Special Issue "Smart Healthcare" that was published in Applied Sciences
Download or read book 2013 1st Workshop on Virtual and Augmented Assistive Technology VAAT written by and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computers Helping People with Special Needs written by Klaus Miesenberger and published by Springer Nature. This book was released on 2020-09-09 with total page 539 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 12376 and 12377 constitutes the refereed proceedings of the 17th International Conference on Computers Helping People with Special Needs, ICCHP 2020, held in Lecco, Italy, in September 2020. The conference was held virtually due to the COVID-19 pandemic. The 104 papers presented were carefully reviewed and selected from 206 submissions. Included also are 13 introductions. The papers are organized in the following topical sections: Part I: user centred design and user participation in inclusive R&D; artificial intelligence, accessible and assistive technologies; XR accessibility – learning from the past, addressing real user needs and the technical architecture for inclusive immersive environments; serious and fun games; large-scale web accessibility observatories; accessible and inclusive digital publishing; AT and accessibility for blind and low vision users; Art Karshmer lectures in access to mathematics, science and engineering; tactile graphics and models for blind people and recognition of shapes by touch; and environmental sensing technologies for visual impairment Part II: accessibility of non-verbal communication: making spatial information accessible to people with disabilities; cognitive disabilities and accessibility – pushing the boundaries of inclusion using digital technologies and accessible eLearning environments; ICT to support inclusive education – universal learning design (ULD); hearing systems and accessories for people with hearing loss; mobile health and mobile rehabilitation for people with disabilities: current state, challenges and opportunities; innovation and implementation in the area of independent mobility through digital technologies; how to improve interaction with a text input system; human movement analysis for the design and evaluation of interactive systems and assistive devices; and service and care provision in assistive environments 10 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Download or read book Cross Cultural Design Applications in Cultural Heritage Creativity and Social Development written by Pei-Luen Patrick Rau and published by Springer. This book was released on 2018-07-10 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10911 and 10912 constitutes the refereed proceedings of the 10th International Conference on Cross-Cultural Design, CCD 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 37 regular papers presented in this volume were organized in topical sections named: culture, learning and games; culture and creativity; cross-cultural design for social change and development.
Download or read book Interactivity Game Creation Design Learning and Innovation written by Anthony Brooks and published by Springer Nature. This book was released on 2020-07-27 with total page 796 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
Download or read book 2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology VAAT written by and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Aging Technology and Health written by Richard Pak and published by Academic Press. This book was released on 2018-03-15 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Aging, Health and Technology takes a problem-centered approach to examine how older adults use technology for health. It examines the many ways in which technology is being used by older adults, focusing on challenges, solutions and perspectives of the older user. Using aging-health technology as a lens, the book examines issues of technology adoption, basic human factors, cognitive aging, mental health, aging and usability, privacy, trust and automation. Each chapter takes a case study approach to summarize lessons learned from unique examples that can be applied to similar projects, while also providing general information about older adults and technology. Discusses human factors design challenges specific to older adults Covers the wide range of health-related uses for technology—from fitness to leading a more engaged life Utilizes a case study approach for practical application Envisions what the future will hold for technology and older adults Employs a roster of interdisciplinary contributors
Download or read book Music Technology with Swing written by Mitsuko Aramaki and published by Springer. This book was released on 2018-11-23 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 13th International Symposium on Music Technology with Swing, CMMR 2017, held in Matosinhos, Portugal, in September 2017. The 44 full papers presented were selected from 64 submissions. The papers are grouped in eight sections: music information retrieval, automatic recognition, estimation and classification, electronic dance music and rhythm, computational musicology, sound in practice: auditory guidance and feedback in the context of motor learning and motor adaptation, human perception in multimodal context, cooperative music networks and musical HCIs, virtual and augmented reality, research and creation: spaces and modalities.
Download or read book Virtual Augmented and Mixed Reality Applications in Health Cultural Heritage and Industry written by Jessie Y.C. Chen and published by Springer. This book was released on 2018-07-10 with total page 395 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.