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Human-Computer Interaction : 5th Iberoamerican Workshop, HCI-Collab 2019, Puebla, Mexico, June 19-21, 2019, Revised Selected Papers / edited by Pablo H. Ruiz, Vanessa Agredo-Delgado.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Ruiz, Pablo H., editor.
Agredo-Delgado, Vanessa, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Communications in computer and information science 1865-0929 ; 1114.
Communications in Computer and Information Science, 1865-0929 ; 1114
Language:
English
Subjects (All):
User interfaces (Computer systems).
Software engineering.
Artificial intelligence.
Computer networks.
Education--Data processing.
Education.
Optical data processing.
User Interfaces and Human Computer Interaction.
Software Engineering.
Artificial Intelligence.
Computer Communication Networks.
Computers and Education.
Image Processing and Computer Vision.
Local Subjects:
User Interfaces and Human Computer Interaction.
Software Engineering.
Artificial Intelligence.
Computer Communication Networks.
Computers and Education.
Image Processing and Computer Vision.
Physical Description:
1 online resource (XIV, 438 pages) : 202 illustrations, 158 illustrations in color.
Edition:
First edition 2019.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2019.
System Details:
text file PDF
Summary:
This book constitutes the proceedings of the 5th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2019, held in Puebla, Mexico, in June 2019. The 31 full papers presented in this volume were carefully reviewed and selected from 55 submissions. The papers describe models, design patterns, implementations, evaluations of existing applications, and systemic reviews; all of which are very important aspects within HCI.
Contents:
A Groupware Usability-oriented Evaluation Methodology based on a Fuzzy Linguistic Approach
A reformation proposal of the Process phase in the computer-supported collaborative learning
A serious game proposal to reinforce reading comprehension in scholars
A Study for the Identification of a Full-Body Gesture Language for Enabling Natural User Interaction
A visual analytics framework case study: Understanding Colombia's National Administrative Department of Statistics datasets
Alcohol Detection in a Car's Cab using MQ3 and First Approaches to Sensing: Laboratory Tests
An Architecture of Reactive Interfaces Proposal
An Augmented Reality-Based Application Relying on the use of Tangible User Interfaces for English Teaching to Children between 10 and 12 years
Artificial Neural Networks for the Study of Cosmic Rays
Automation of usability inspections for websites
Children Detection on Passenger Seat Using UCD and IDP: An Initial Prototype
Collaborative Content Production Model to Reduce Digital Divide
Design of Home Energy Management System using IoT Data Flow
Digital Competence in initial teacher training: construction and pilot test of an evaluation tool/instrument
Exploratory factory analysis of a digital competency questionnaire for research
Formal Protocol for the Creation of a Database of physiological and behavioral signals for the Automatic Recognition of Emotions
Fostering Teenagers' Motivation Towards Peace Culture Workshops Using Gamification
Guidelines to Evaluate the Usability and User Experience of Learning Support Platforms: A Systematic Review
Identification of Patterns in Children with ADHD Based on Brain Waves
Organizing Knowledge on Nonverbal Communication Mediated through Haptic Technology
Parallel Simulation of Digital Logic Circuits using Message Passing via CSP as an educational tool
Prevention of Diabetes Mellitus Through the Use of Mobile Technology (mHealth): Case Study
Self-Reported Methods for User Satisfaction Evaluation: A bibliometric analysis
Software system for the support of mouse tracking tests
Storytelling with holograms for the development of reading competence
Structure of a guide for usability evaluation in virtual learning environments
The Human and the Context components in the Design of Automatic Sign Language Recognition Systems
The RASE model applied to the development of communicative competence online
Towards a technological strategy for using sources of reliable information on the Internet
Towards Reinforcing Generic Competences in Higher Education Students Using Gamification
Usability in ICTs for Industry 4.0.
Other Format:
Printed edition:
ISBN:
978-3-030-37386-3
9783030373863
9783030373856
9783030373870
Access Restriction:
Restricted for use by site license.

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