| TÃtulo : |
6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16–18, 2020, Proceedings |
| Tipo de documento: |
documento electrónico |
| Autores: |
Agredo-Delgado, Vanessa, ; Ruiz, Pablo H., ; Villalba-Condori, Klinge Orlando, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XIV, 316 p. 128 ilustraciones, 110 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-66919-5 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Red informática Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes Aplicación informática en ciencias sociales y del comportamiento Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Educación IngenierÃa Informática Procesamiento de datos Ciencias sociales Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas minuciosamente arbitradas del VI Taller Iberoamericano sobre Interacción Humano-Computadora, HCI-Collab 2020, celebrado en Arequipa, Perú, en septiembre de 2020.* Los 28 artÃculos completos y 3 breves presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados. de 128 presentaciones. Los artÃculos abordan temas como interfaces emocionales, usabilidad, videojuegos, pensamiento computacional, sistemas colaborativos, IoT, ingenierÃa de software, TIC en educación, realidad virtual aumentada y mixta para educación, gamificación, Interfaces emocionales, sistemas de instrucción adaptativos, accesibilidad, uso. de videojuegos en educación, Inteligencia artificial en HCI, entre otros. *El taller se realizó de manera virtual debido a la pandemia de COVID-19. |
| Nota de contenido: |
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. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16–18, 2020, Proceedings [documento electrónico] / Agredo-Delgado, Vanessa, ; Ruiz, Pablo H., ; Villalba-Condori, Klinge Orlando, . - 1 ed. . - [s.l.] : Springer, 2020 . - XIV, 316 p. 128 ilustraciones, 110 ilustraciones en color. ISBN : 978-3-030-66919-5 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Red informática Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes Aplicación informática en ciencias sociales y del comportamiento Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Educación IngenierÃa Informática Procesamiento de datos Ciencias sociales Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas minuciosamente arbitradas del VI Taller Iberoamericano sobre Interacción Humano-Computadora, HCI-Collab 2020, celebrado en Arequipa, Perú, en septiembre de 2020.* Los 28 artÃculos completos y 3 breves presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados. de 128 presentaciones. Los artÃculos abordan temas como interfaces emocionales, usabilidad, videojuegos, pensamiento computacional, sistemas colaborativos, IoT, ingenierÃa de software, TIC en educación, realidad virtual aumentada y mixta para educación, gamificación, Interfaces emocionales, sistemas de instrucción adaptativos, accesibilidad, uso. de videojuegos en educación, Inteligencia artificial en HCI, entre otros. *El taller se realizó de manera virtual debido a la pandemia de COVID-19. |
| Nota de contenido: |
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. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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