Human-Computer Interaction 6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16–18, 2020, Proceedings /

This book constitutes the thoroughly refereed proceedings of the 6th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2020, held in Arequipa, Peru, in September 2020.* The 28 full and 3 short papers presented in this volume were carefully reviewed and selected from 128 submissions. T...

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Corporate Author: SpringerLink (Online service)
Other Authors: Agredo-Delgado, Vanessa. (Editor, http://id.loc.gov/vocabulary/relators/edt), Ruiz, Pablo H. (Editor, http://id.loc.gov/vocabulary/relators/edt), Villalba-Condori, Klinge Orlando. (Editor, http://id.loc.gov/vocabulary/relators/edt)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2020.
Edition:1st ed. 2020.
Series:Communications in Computer and Information Science, 1334
Subjects:
Online Access:https://doi.org/10.1007/978-3-030-66919-5
Table of Contents:
  • A Physiotherapist’s Matter: Validating a Physical Rehabilitation Exergame to Enable Safe Evaluation with Patients
  • An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects
  • An experimental activity to develop usability and UX heuristics
  • Autonomous Driving: Obtaining direction commands by classifying images within a simulation platform
  • Breaking the Gap: Collaborative Environment as a Meeting Point to Provide and Receive Help to Overcome the Digital Gap
  • Challenges in Integrating SCRUM and the User-Centered Design Framework: A Systematic Review
  • Clustering Analysis of Usability in Web Sites of Higher Technological Institutes of Ecuador
  • Collaborative learning group formation based on personality traits: An empirical study in initial Programming courses
  • Communication preferences of first-year university students from Mexico and Spain
  • CovidEmoVis - An Interactive Visual Analytic Tool for Exploring Emotions from Twitter Data of Covid-19
  • Cyber Exposed at Preparatory: Classmates and Teachers Using Social Networks and Life Satisfaction
  • Design and implementation of a voice-based conversational agent for the continuous training and learning of pharmaceutical sales representatives
  • Evaluating the Socioenactive Experience with a Tangible Tabletop Installation: A Case Study
  • Habitar: A Collaborative Tool to Visualize, Distribute, Organize and Share Domestic Tasks Towards Reducing the Gender Gap in Household Labor
  • Human Body AR: a mobile application for teaching anatomy for elementary students using augmented reality
  • Mixed Reality Infotainment Simulator, Work in Progress
  • Mobile application to improve reading habits using Virtual Reality
  • Model for Pervasive Social Play Experiences
  • Model-Driven Multidisciplinary Production of Virtual Reality Environments for elementary school with ADHD
  • Recommendations and Challenges for Developing English Vocabulary Learning Games
  • Reference framework for measuring the level of technological acceptance by the elderly: a virtual assistants case study
  • Relaxing and Familiar, Guidelines to Develop Interactive Applications for Dementia Patients
  • Rivit: A Digital Game to Cognitively Train and Entertain Heart Failure Patients
  • Smartphones, Suitable Tool for Driver Behavior Recognition. A Systematic Review
  • State of the art of business simulation games modeling supported by brain-computer interfaces
  • Tales of Etrya: English Vocabulary Game
  • Towards a process definition for the shared understanding construction in Computer-Supported Collaborative Work
  • Towards to usability guidelines construction for the design of interactive mobile applications for learning mathematics
  • Usability Evaluation over Multiplayer Games on Display Wall Systems
  • Voluminis: Mobile application for learning mathematics in geometry with augmented reality and gamification
  • Wireless Haptic Glove for Interpretation and Communication of Deafblind People.