Universal Access in Ambient Intelligence Environments: 9th ERCIM Workshop on User Interfaces for All, Königswinter, Germany, September 27-28, 2006, Revised PapersConstantine Stephanidis, Michael Pieper Springer, 2007 M08 23 - 467 páginas Since its establishment in 1995, the ERCIM Working Group “User Interfaces for 1 All” (WG UI4ALL) has systematically promoted the proactive realization of the design for all principles in HCI. Its activities have included the organization of a se- 2 ries of very successful workshops that have contributed to consolidate recent work and stimulate further discussion on the state of the art in user interfaces for all and its increasing range of applications in the upcoming Information Society. Such wo- shops have brought together, in a new scientific community, researchers and teams working not only in the different ERCIM organizations, but also in organizations beyond ERCIM and the European boundaries, who share common interests and as- rations and contribute to the endeavors towards making the Information Society equally accessible to all citizens. This volume contains the proceedings of the last ERCIM “User Interfaces for All” Workshop. The work of the ERCIM WG UI4ALL led in 2001 to the establishment of the - ternational Conference on Universal Access in Human–Computer Interaction 3 (UAHCI) , which takes place in the context of the HCI International Conference se- 4 ries . UAHCI has established an international forum for the dissemination and - change of scientific information on theoretical, methodological and empirical research that addresses all issues related to the attainment of universal access in the devel- ment of interactive software, attracting participants from a broad range of disciplines and fields of expertise. |
Contenido
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A Customizable CameraBased Human Computer Interaction System Allowing People with Disabilities Autonomous HandsFree Navigation of Multipl... | 28 |
Interactive TV Design That Blends Seamlessly with Everyday Life | 43 |
Hybrid Knowledge Modeling for Ambient Intelligence | 58 |
Setup Consistent Visual Textures for Haptic Surfaces in a Virtual Reality World | 78 |
Alice Through the Interface Electronic Mirrors as HumanComputerInterface | 88 |
Does an Avatar Improve the Interaction? | 99 |
FAST AIDE Function Annotated Storyboards Targeting Applicability Importance Design Elaborations | 261 |
A Case Study Approach | 273 |
Defining Acceptable Levels of Accessibility | 287 |
Combined User Physical Physiological and Subjective Measures for Assessing User Cost | 304 |
User Interfaces for Persons with Deafblindness | 317 |
Display Characteristics Affect Users EmotionalArousal in 3D Games | 337 |
Experiences of a Formative Multimethod Evaluationand Its Implications for System Development | 352 |
Mobile Messenger for the Blind | 369 |
The Relevance of User Characteristics for a Transgenerational Design | 117 |
Designing Intelligent Tutors to Adapt Individual Interaction | 137 |
User Profiles for Adapting Speech Support in the Opera Web Browser to Disabled Users | 154 |
Experiences in the eTourism Domain | 173 |
Applying the MVC Pattern to Generated User Interfaces with a Focus on Audio | 192 |
Scenarios for Personalized Accessible Multimedia Messaging Services | 211 |
Lessons from Ambient Intelligence Prototypes for Universal Access and the User Experience | 228 |
Automatic Evaluation of Mobile Web Accessibility | 244 |
Subway Mobility Assistance Tools for Blind Users | 386 |
An Accessible Multimodal Pong Game Space | 405 |
BarrierFree WebsitesJust by Simply Pressing the Button?Accessibility and the Use of ContentManagementSystems | 419 |
Inclusive Design of Ambient Knowledge Transfer | 427 |
Web Mediators for Accessible Browsing | 447 |
Author Index | 467 |
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able activities adaptive additional adults allows ambient intelligence applications approach associated blind buttons cognitive commands communication complete component concept considered context create defined described devices disabilities display domain effective elements emotional environment evaluation example experience factors Figure functions guidelines human identified impaired implemented important indicate individual input integration interaction International issues keyboard knowledge language learning means measures method mobile movement navigation objects older participants performance persons physical playing position possible presented problems Proceedings prototype reference reported requirements scenario screen selection shows specific speech step structure subjects Table task testing universal access usability user interface virtual visual
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