Self-Voicing Needs Individualisation - A Study on a Self-voicing Web Framework for the Support of Various Users with and without Reading Difficulties
Exploring Spatial Experiences of Children and Young Adolescents While Playing the Dual Flow-based Fitness Game “Plunder Planet”
Potential Use of Smartphone as a Tool to Capture Embryo Digital Images from Stereomicroscope and to Evaluate Them by an Artificial Neural Network
Social Environments Modeling From Kinect Data in Robotics Applications
Random Graph Models Utilization for Economics Purposes
Towards Interactive Cognitive Agents with Culturally Restricted Behaviors
Measuring the Complexity of User Processes using Shannon Entropy and Stochastic Petri Nets
Designing for Situation Awareness - Aviation Perspective
Design Methods for Personified Interfaces
Mobile Instant Messaging for Customer Service Interaction
Semi-Cave as an Example of Multimedia Dedicated to Study the Impact of Audiovisual Environment on Human Psychophysiology
Yawning Recognition based on Dynamic Analysis and Simple Measure
Model-based User-Interface Adaptation by Exploiting Situations, Emotions and Software Patterns
Experimental Design of Metrics for Domain Usability
On the Efficient Graph Representation of Collinear Relation in the Shape Grammars
A Tangible Visual Accessibility Tool for Interactive Tabletops
A Hybrid Feedback Control Model for a Gesture-based Pointing Interface System
A Distributed Game Engine for Mobile Games on the Android Platform
A Touch-based Configurable Gamepad for Gamers with Physical Disabilities
Use of Unmanned Aerial Vehicles for Monitoring of Air Pollution Generated by Stationary Sources
Brain Activation and Cognitive Load during EEG Measured Creativity Tasks Accompanied by Relaxation Music
A Framework for Generating Domain-specific Rule for Process Model Customisation
A Meta-Level Design Science Process for Integrating Stakeholder Needs
A Usage-based Data Extraction Framework for Cloud-based Application
A Framework for Electronic Travel Aids
I Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies