
Universal Access in Human-Computer Interaction. Users Diversity
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Inhalt
- Title Page
- Foreword
- Organization
- HCI International 2013
- Table of Contents
- Part I: User Models, Personas and Virtual Humans
- Standardizing User Models
- Introduction
- Areas of Standardization
- Conceptualization
- Development Process
- User Study
- Data Storage
- Evaluation Specification
- A Case Study
- Benefits of Standardization
- Conclusions
- References
- Integral Model of the Area of Reaches and Forces of a Disabled Person with Dysfunction of Lower Limbs as a Tool in Virtual Assessment of Manipulation Possibilities in Selected Work Environments
- Introduction
- Structure of Graphic 3D Database Regarding Arm Reach and Forces of a Male Person Sitting on a Wheelchair
- Virtual Analysis of the Accessibility to Workplaces of a Handicapped Person on a Wheelchair
- Sales Space in a Market
- Analysis of Car Utilisation by a Disabled Person
- Investigations on the Accessibility and Field of Vision of a Disabled Person Sitting on a Wheelchair in Kitchen Virtual Environment
- Conclusions
- References
- Modeling the Role of Empathic Design Engaged Personas: An Emotional Design Approach
- Introduction
- Methods
- The Proposed Method: Empathic Design with Personas
- Phase I: The Investigation of the Current Design Pattern
- Phase II: The Investigation of the Use of the Persona
- Results and Discussion
- The General Background and the Context of Design from the Interview
- Results from Phase I: The Investigation of the Use of the Persona
- Results from Phase II: The Investigation of the Use of the Persona
- Conclusions
- References
- Accessible UI Design and Multimodal Interaction through Hybrid TV Platforms: Towards a Virtual-User Centered Design Framework
- Introduction
- Overview of Challenge: Develop for the Elderly
- Our Approach
- Requirements
- Development Strategy
- UCD, with the Expensive Steps Simplified
- Realizing Runtime Multimodal Adaptation
- Related Work
- Initial Evaluation Results of Proposed Development Method
- Conclusions and Future Work
- References
- Modelling Cognitive Impairment to Improve Universal Access
- Introduction
- Framework for Studying Cognitive Impairment
- Method
- Results
- Discussion
- References
- Integrating Human Modeling and Simulation with the Persona Method
- Introduction
- The Proposed Method
- Model of Residents' Behavior in a Disaster
- The Qualitative Model
- Implementation with Bayesian Belief Network
- Case Study
- Resident Profile and Parameter Settings
- Simulation Results and a Scenario Guideline
- Results
- Discussion and Conclusions
- References
- User Modeling through Unconscious Interaction with Smart Shop
- Introduction
- Kansei Modeling
- Personal Assistance Service Using Ubiquitous Environment
- Kansei Modeling on Personal Preferences: Smart Sphere
- Experimental Prototype: Smart Shop
- Personal Assistance Service Using Wearable Environment
- Kansei Modeling on Subjective Interpretation of Personal Situation
- Context of User's Situation
- Sensing of the Behavior and Situation of Users by Wearable Sensors
- Personal Assistance Service by Wearable HMD or Mobile Phone
- Summary
- References
- Supporting Inclusive Design of User Interfaces with a Virtual User Model
- Introduction
- Related Work in Virtual User Models
- Towards a Model-Based Approach for Inclusive Design of User Interfaces
- Conceptualization of the VUM
- Implementation of the VUM
- Inference of the VUM
- Conclusions
- Future Work
- References
- Virtual User Concept for Inclusive Design of Consumer Products and User Interfaces
- Introduction
- State of the Art
- Characteristics of Existing Digital Human Models
- Existing Virtual User Models for Ergonomic Analysis
- The VICON Approach
- Criteria and Methods to Validate the Vicon Model
- Conclusions
- References
- Modeling Users for Adaptive Semantics Visualizations
- Introduction
- User Models and Adaptive Systems
- Adaptive Visualizations
- Adaptive Semantics Visualization and User Modeling
- Relevant User Features for information Visualization
- Layers of Visualizations of Semantic Data
- Three Dimensions of User Model
- Conclusion
- References
- An Investigation of a Personas-Based Model Assessment for Experiencing User-Centred Design
- Introduction
- Methods
- Results and Discussions
- Conclusions and Recommendations
- References
- Numerical Analysis of Geometrical Features of 3D Biological Objects, for Three-Dimensional Biometric and Anthropometric Database
- Introduction
- Biometric Technology
- Anthropometric Database
- Methods
- Acquisition of Input Data - 3D Scanning
- Data Registration
- Principal Component Analysis - Empirical Modes
- Modal Decomposition of 3D Objects - Empirical Modes (PCA)
- PCA Analysis of Human Faces - Biometric Database
- PCA Analysis of Femur Bones - Anthropometric Database
- Conclusions
- References
- Part II: Older People in the Information Society
- Designing Interactive Pill Reminders for Older Adults: A Formative Study
- Introduction
- Background
- Adherence to Medication
- Importance of Adherence to Medication
- Measuring Medication Adherence
- Barriers to Adherence
- Sample IT Applications in Medication Adherence
- Methods
- Usability and Experience Goals of the Users
- User Requirement Analysis
- Proposed High Fidelity Prototype
- Future Work
- Conclusion
- References
- Older User Errors in Handheld Touchscreen Devices: To What Extent Is Prediction Possible?
- Introduction
- Background
- Errors
- Method
- Issues Experienced by Participants
- General Issues
- Issues Relating to Specific Tasks
- Discussion and Conclusion
- References
- Affective Technology for Older Adults: Does Fun Technology Affect Older Adults and Change Their Lives?
- Introduction
- Fun Technologies for Older Adults
- Necessity of Long Term Evaluation
- Purpose
- Method
- Participants
- Apparatus
- Procedure
- Results
- Performance in Game and Walking
- Rating of Game Systems
- Rating of Mood
- Behavior Observation
- Discussion
- Influence of Use of DS on Everyday Life
- Influence of Use of DS on Emotion and Mood
- From Usability Issue to Affectiveness
- Conclusion
- References
- Muntermacher - "Think and Move" Interface and Interaction Design of a Motion-Based Serious Game for the Generation Plus
- Introduction
- The Generation Plus
- Stage of Life "Seniority"
- Characteristics of Aging
- Motivation for Activity
- Segmentation of the Target Group
- Methodology
- The Basis
- The Analysis
- "Muntermacher"
- System Design
- Game Design
- Interaction Design
- Qualitative Evaluation
- Conclusion
- References
- Preliminary Framework for Studying Self-reported Data in Electronic Medical Records within a Continuing Care Retirement Community
- Introduction
- Background
- Technology
- Gender
- Age
- Experience
- Device Components
- Study Purpose
- Assumptions
- Significance to Residents' Quality of Care
- Research Questions
- Conclusion
- References
- Using Motion-Sensing Remote Controls with Older Adults
- Introduction
- Older Adults and the Television Remote Control
- New Digital Opportunities Impose New Demands on Interaction Design
- Attractive Inclusive Design of Remote Controls
- Existing Remote Control Solutions for Older Adults
- Interaction Experiments with Pointing Remote Control
- Stage 1 - Defining the Problem
- Stage 2 - Developing a Solution
- Stage 3 - Evaluating the Solution
- Redesign Recommendations
- Conclusion
- References
- Design Lessons for Older Adult Personal Health Records Software from Older Adults
- Introduction
- Related Work
- Challenges in Designing for Older Adults
- Online Personal Health Records
- Research Goals
- Description of Activities
- Principal Findings
- Older Adults Want to Keep Track of a Lot of Information but Are Willing to Enter Very Little
- Medication Warnings Written for Health Care Providers Are Not Appropriate for Older Adults
- Perceived Privacy and Security Are Crucial for Adoption
- Adapt to the Needs of Specific Patients
- Discussion
- Participatory Sessions at a Retirement Community
- Translating Lessons into the User Interface
- Keeping Track of Medications
- Warnings
- Use of Video for Expectations and Training
- Future Work
- Conclusion
- References
- Design and Development a Social Networks Platform for Older People
- Introduction
- Literature Review
- Social Networks as Feedback Display
- Different Information Literacy
- Different Culture Gap on Communication
- Technology Acceptance Model (TAM)
- System Design and Practice
- Social Communication Platform Practice and Design
- Communication Tools Selection
- Discussion
- Sample
- Internal Consistency Reliability
- Construct Validity
- Analysis Results
- Conclusions
- References
- In Search of Information on Websites: A Question of Age?
- Introduction
- Information Search Behaviour and the Role of Age: A Quick Scan
- An Explorative Case Study: Research Design
- Results: Younger and Older Users' Information Search Behaviour
- Younger and Older Users: Different Worlds?
- A Homogeneous Group of Younger Users?
- A Homogeneous Group of Older Users?
- The Role of Age Revisited
- Conclusions
- Designing for Dynamic Diversity: Implications for Web Designers
- References
- Preliminary Findings of an Ethnographical Research on Designing Accessible Geolocated Services with Older People
- Introduction
- Related Work
- Life 2.0 and Previous Research Projects on ICT and Ageing
- Life 2.0 and Previous HCI Research with Older People
- Description of the Ethnographical Study
- Context: Àgora
- Rapid Ethnography: Participants, Technologies, Methods
- First Analyzed Results
- Potential Scenarios of Use: Technologies, Social Actors and Inclusion
- Some Requirements Common to the Scenarios
- Interaction Barriers and Opportunities for Strengthening Social Inclusion
- Discussion and Future Work
- References
- An Experiment for Motivating Elderly People with Robot Guided Interaction
- Introduction
- Framework for Enhancement of Communication among Elderly People
- Three Stages for Enhancement of Communication
- Functions on of Each Stage
- Robot Guided Interaction
- Design of Robot Guided Interaction
- Support for a Day of Elderly People with Robot Guided Interaction
- Experiments
- Environment, Subjects and the System
- Results Overview
- Summary
- References
- Connecting Communities: Designing a Social Media Platform for Older Adults Living in a Senior Village
- Introduction
- Leveraging Technology to Encourage Social Interaction
- Sharetouch Design and Development
- System and Hardware Functions
- Interface Design and Social Interaction
- Technology Acceptance Model Measurement
- Method
- Results
- Conclusion
- References
- A Telehealthcare System to Care for Older People Suffering from Metabolic Syndrome
- Introduction
- Metabolic Syndrome
- A Telehealthcare System
- System Validation
- Conclusion
- References
- Narrating Past to Present: Conveying the Needs and Values of Older People to Young Digital Technology Designers
- Introduction
- Older People and Technology
- Designing for the Young Generation
- Bridging the Gap between Young and Old
- Background to SEEDS
- Design Projects
- University of Kent
- University of Leeds
- Conclusion
- References
- Evaluating the Design, Use and Learnability of Household Products for Older Individuals
- Introduction
- Background
- Features of the Current Research
- Research Approach
- Methodology
- Experimental Design
- Experimental Procedure
- Research Materials
- Data Analysis
- Hypotheses
- Results
- Discussion
- Hypotheses Acceptance
- Conclusion
- Improving Usability through Inclusive Design
- References
- Part III: Designing for Users Diversity
- Disable Workstation Development: A Multicompetence Approach to Human Behaviour Analysis
- Introduction
- Process Description
- Method
- On-Site User Analysis and Target Group Definition
- Virtual Human Model and Workspace Definition
- Discussion of Results
- References
- Making Visual Maps Accessible to the Blind
- Introduction
- Related Works
- Discussion
- Important Map Features
- User Interaction
- Designing a Web-Based Map
- A Web-Based Map: A Case Study
- Conclusions
- References
- Untapped Markets in Cloud Computing: Perspectives and Profiles of Individuals with Intellectual and Developmental Disabilities and Their Families
- Introduction
- Population Definition and Demographics
- Disability Construct
- Profiles of Individuals with I/DD
- Systems of Support
- Self-determination Principles and Policy Frameworks
- United Nations Supports Full Inclusion of People with Disabilities
- Technology for People with I/DD
- Family Perspectives
- Results
- Discussion
- Conclusion
- References
- Patient-Centered Design: Interface Personalization for Individuals with Brain Injury
- Introduction
- Background
- The Patient-Centered Design Model in the Brain Injury Context
- Case Study 1: Essence of Text Editor
- Case Study 2: Patient and Therapist Contributions to Design
- Discussion
- References
- An Information Theoretic Mouse Trajectory Measure
- Introduction
- Relative Trajectory Information
- Creation of Mouse Motion Trajectories
- Self Information
- Differential Entropy
- Gaussian Processes
- Experiments
- Discussion
- References
- Comparative Study between AZERTY-Type and K-Hermes Virtual Keyboards Dedicated to Users with Cerebral Palsy
- Introduction
- State of the Art on Keyboards for People with Motor Impairments (Cerebral Palsy)
- K-Hermes
- Experimentation
- Data Analysis
- Conclusion
- References
- New Trends in Non-visual Interaction - Sonification of Maps
- Introduction
- Method
- Implementation
- Discussion
- Conclusions
- References
- Opportunities in Cloud Computing for People with Cognitive Disabilities: Designer and User Perspective
- Introduction
- Web Features That Enhance Cognitive Access
- How Cloud Computing Can Improve Web Access
- Other Applications of Cloud Infrastructure
- Conclusion
- References
- Adaptive Mouse-Replacement Interface Control Functions for Users with Disabilities
- Introduction
- Interactions with Intended Users
- Adults with Degenerative Conditions
- Adults with Stable Conditions
- Students and Small Children
- Summary of Observations
- Experiences with Users
- Mouse Mappings
- User Experiment
- Discussion and Future Direction
- References
- A-Cross: An Accessible Crossword Puzzle for Visually Impaired Users
- Introduction
- Accessible Crossword Puzzles for Blind Users
- The Design and Development of A-Cross
- Usability and Accessibility Evaluation of the A-Cross game
- Expert / Cognitive Walkthrough
- Preliminary User Testing with Blind User
- Conclusions and Future Work
- References
- Access-a-WoW: Building an Enhanced World of WarcraftT UI for Persons with Low Visual Acuity
- Introduction
- Related Work
- WoW State and UI Analysis
- Navigation
- Combat
- Implementation
- Usability Study
- Results
- Discussion
- References
- Audiopolis, Navigation through a Virtual City Using Audio and Haptic Interfaces for People Who Are Blind
- Introduction
- Design
- Methodology
- Evaluation
- Sample
- Instruments
- Procedure
- Results
- Discussion
- References
- Implications of Cloud Computing for People with Cognitive Disabilities
- Introduction
- Historical and Current Assessments about Cloud Technology, Cognitive Accessibility, and Public Policy
- Historical Developments and Cloud Computing
- Technology Cycles and a Critical Historical Inflection Point
- Cognitive Disabilities and Technology Accessibility
- Legal, Regulatory, and Public Policy Concerns for Technology Accessibility
- Multidisciplinary Perspectives about Potential Opportunities and Challenges of Cloud Computing for People with Disabilities
- Technical Opportunities and Commercial Infrastructure
- Potential Benefits, Opportunities, and Challenges from the Viewpoint of People with Disabilities, Families, Caregivers and Advocates
- Legal and Regulatory Barriers to Accessibility "In the Cloud"
- Implications for Creating Accessible Cloud Technologies
- References
- Website Design and Usability Assessment Implications from a Usability Study with Visually Impaired Users
- Introduction
- Usability for Persons with Disabilities
- Impact of Visual Impairments on the Duration of Usability Tests
- Case Study Background
- Research Methodology
- Results and Recommendations
- Usability Testing Results
- Duration of Usability Tests for Users with Visual Impairments
- Implications
- Implications for Website Designers
- Implications for Usability Practitioners
- References
- Disabled Youth in Sport Rivalry: What are the Trends - Virtual or Real Competition?
- Introduction
- Recreational Sports vs. Virtual Sports in the Environment of People with Disabilities
- Recreational Sports as a Method to Minimize Social Isolation Phenomenon
- Modern Computer Games as a Tool of Active Relaxation
- Can Participation in Computer Video Games Replace Active Recreation?
- The Method of Conducting the Research
- Conclusions
- References
- Advances in Game Accessibility from 2005 to 2010
- Introduction
- Comparison of Selected Research between 2005 to 2010
- Visual Disability
- Hearing Disability
- Motor/Dexterity Disability
- Cognitive Disability
- Multiple Disabilities
- Tools for Game Accessibility Development
- Discussion and Further Research
- References
- Tactics Choice Behaviors Represented in a Programming Language in the Map Tracing Problems
- Introduction
- Overview of the Experiment
- The System
- Subjects
- Problems for the Experiment
- Analysis of the Subjects' Response
- Outline of the Subjects' Response
- The Comparison of Revision Tactics
- The Use of Global Coordinates Commands
- Discussion of the Result
- Conclusion
- References
- Part IV: Cultural and Emotional Aspects
- Age-Related Accessibility Biases in Pass-Face Recognition
- Introduction
- Experiment One
- Introduction
- Participants
- Materials
- Methods
- Results
- Discussion
- Experiment Two
- Introduction
- Participants
- Materials
- Methods
- Results
- Discussion
- References
- Affective Climate of Workplace and Its Contributing Factors
- Introduction
- Related Literature
- Method
- Questionnaire and Procedure
- Results
- Discussion
- Conclusion
- References
- Learning Culture-Specific Dialogue Models from Non Culture-Specific Data
- Introduction
- Reinforcement Learning and Simulated Users
- Our Corpus
- Simulated Users
- Learning Negotiation Policies
- Evaluation of Learned Negotiation Policies
- Discussion
- Conclusions
- References
- Dialog Behaviors across Culture and Group Size
- Introduction
- Review of the Literature
- Cultural Dimensions in Conversation
- Interaction Behaviors
- Hypotheses
- Methodology
- Results
- Conclusion
- Summary
- Limitations and Future Work
- References
- Life in Affective Reality: Identification and Classification of Smiling in Early Childhood
- Introduction
- Method
- Participants
- Procedure
- Coding Scheme of Smiling
- Coding Scheme of Play Behavior
- Coding Scheme of Language Skill
- Results and Discussion
- Relation between Smiles and Age
- Relation between Smiles and Play
- Relation between Smiles and Language Skills
- Conclusion
- References
- Investigation of Users' Reactions toward Various Kinds of Artificial Agents: Comparison of an Robotic Agent with an On-screen Agent
- Introduction
- Experiment 1
- Overview
- Participants
- Results
- Experiment 2
- Participants
- Results
- Conclusions
- References
- Sense of Presence in a Robotic Telepresence Domain
- Introduction
- The Giraff Robot
- Methodology
- Subjects
- The Experiment
- Results
- Previous Familiarity with Video Conferencing Systems
- Experienced Social Richness
- Experienced Spatial Presence
- Discussion
- Future Work
- References
- Exploration of the Cultural Image of Chinese Form Using Culture Identity Design
- Introduction
- Metaphor Coding
- Homonym
- Metaphor
- Metonymy
- Traditional Frame
- Geometric Figure
- Utensil Figure
- Particular Figure
- Decorative Pattern
- Animal Motif
- Plant Motif
- Particular Motif
- Experiment
- Subjects
- Procedure
- Results and Discussion
- Conclusion
- References
- Museum Exhibit Content Recommendation and Guidance System Focusing on Experience Design
- Introduction
- The Evolution and Current Status Analysis of Museum Guidance System
- The Museum Displaying Content Recommendation and Guidance System
- Ticket-Taking System
- Character-making System
- Displaying Window System
- Test and Assessment
- Conclusion and Suggestion
- References
- General Factors That Elicit Human Affect across Countries
- Introduction
- Extraction of Affective Elements
- Extraction of Affective Factors
- Validation of Affective Factors
- Discussion
- References
- Affective Technology through Affective Management
- Introduction
- Affective Management
- Whose Affects Should We Care About?
- What Makes Technology Affective?
- Affective Organization
- Challenges
- References
- Do Hedonic and Eudaimonic Well-Being of Online Shopping Come from Daily Life Experience?
- Introduction
- Methods
- Participants
- Measurements
- Results
- Gender Differences
- Well-Being between Real Life Shopping and Online Shopping
- Discussion
- References
- Part V: Eye Tracking, Gestures and Brain Interfaces
- Eye Tracking and Universal Access: Three Applications and Practical Examples
- The "Eye" in HCI
- Access for the Disabled
- Obstacles and Challenges
- A Practical Application: $The Eyegaze Edge$ Gaze-Controlled System
- Access for Inexperienced Users
- Eye Tracking and Usability
- A Practical Application: Eye Tracking Evaluation of a Pharmacy Website
- Access for Operators of Complex Systems
- The Index of Cognitive Activity
- A Practical Application: The Eye of the Surgeon
- Conclusions
- References
- Interpreting 3D Faces for Augmented Human-Computer Interaction
- Introduction
- Extraction of 3D Facial Features
- Scale-Space Theory and 3D Face Analysis
- Extraction of Features at Multiple Scales
- Registration of 3D Facial Scans
- 3-Points Invariants
- Matching 3D Face Scans
- 3D Face Identification
- Experimental Results
- Conclusions
- References
- Social Environments, Mixed Communication and Goal-Oriented Control Application Using a Brain-Computer Interface
- Introduction
- Methods and P300 Base System
- P300 Base System
- P300 Applications
- Virtual Smart Home Study
- P300 Twitter and Second Life Control
- Conclusion and Outlook
- References
- Tactile Hand Gesture Recognition through Haptic Feedback for Affective Online Communication
- Introduction
- Approach
- Type of Emotions
- Model of Tactile Hand Gestures
- Mapping between Emotion and Tactile Hand Gesture
- Experiments
- Setup
- Results
- Conclusion
- References
- Gesture-Based User Interfaces for Public Spaces
- Introduction
- Evaluation Criteria
- Example Interfaces
- Responsive Environments
- User Representation
- Ubiquitous Gesture Interfaces
- Conclusion and Future Work
- References
- Towards Standardized User and Application Interfaces for the Brain Computer Interface
- Introduction
- IGUI Interface Design
- UAI Interface Design
- IGUI - UAI - Device Communication
- Discussion and Conclusions
- References
- Head Movements, Facial Expressions and Feedback in Danish First Encounters Interactions: A Culture-Specific Analysis
- Introduction
- Multimodal Feedback in Different Cultures
- Multimodal Behaviour and Data Collection
- Analysis of the Data
- Conclusion
- References
- EEG-Based Personalized Digital Experience
- Introduction
- Related Work
- BCI and Neurofeedback
- Emotion Recognition Algorithms
- Real-Time Brain State Recognition
- Data Acquisition and Pre-processing
- Fractal Dimension Features Extraction and Classification
- Real-Time Applications
- Emotion-Based Digital Experience
- EEG-Enable Serious Games
- Conclusion
- References
- Perspectives on User Experience Evaluation of Brain-Computer Interfaces
- Introduction
- Current State of User Experience Evaluation of BCI
- User Experience Affects BCI
- BCI Affects User Experience
- Applying HCI User Experience Evaluation to BCIs
- Observational Analysis
- Neurophysiological Measurement
- Interviewing and Questionnaires
- Towards a Standardized Questionnaire
- Case Studies
- Questionnaire
- Conclusions
- References
- BCIs in Multimodal Interaction and Multitask Environments: Theoretical Issues and Initial Guidelines
- Introduction
- Challenges for the Use of BCIs in a Dual Task Environment
- Psychological Models for Dual Task Situations and Coping with Conflicts
- Combining BCIs
- Integrating BCIs in a Multimodal User Interface: Relevant Issues
- Discussion and Preliminary Guidelines
- References
- Fitts' Law in Bivariate Pointing on Large Touch Screens: Age-Differentiated Analysis of Motion Angle Effects on Movement Times and Error Rates
- Introduction
- Method
- Subjects
- Apparatus
- Procedure
- Data Analysis
- Results
- Descriptive Analysis
- Analysis of Variance (ANOVA)
- Building of a Refined Model
- Discussion
- References
- Adaboost with SVM-Based Classifier for the Classification of Brain Motor Imagery Tasks
- Introduction
- Methodology
- Experiment Data
- Feature Extraction by Kolmogorov Entropy
- Adaboost with RBFSVM-Based Classifiers for Classification
- Results
- Discussions
- References
- AVIN (Assisted Visual Interactive Notepad): A Novel Interface Design to Expedite the Eye Writing Experience
- Introduction
- Eye Typing Design
- Keyboard Layout Design
- Other Design Issues
- AVIN Design
- Novel Three-layer Layout to Support the Writing Workflow
- Visual and Audio Feedback to Confirm User Action or Command
- Visualizations and Animation to Facilitate Users' Visual Search
- User Studies
- Method - Part I
- Results & Discussions - Part I
- Method & Results - Part II
- Discussions and Conclusion
- References
- Online BCI Implementation of High-Frequency Phase Modulated Visual Stimuli
- Introduction
- Signal Processing Methods
- Spatial Filtering
- Phase Synchrony Analysis
- Feature Vector Classification
- Experimental Methods
- Optimal Stimulation Frequency
- Parameter Calibration
- BCI Operation and Information Transfer Rate
- Results
- Conclusion
- References
- Author Index
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