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#1Mohammed A Mohammed (University of Bradford)H-Index: 33
#2Jane Montague (University of Bradford)H-Index: 1
Last.Laura Lamming (University of Bradford)H-Index: 2
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In England, primary care patients have access to Patient Access Portals (PAPs), enabling them to book appointments, request repeat medication prescriptions, send/receive messages and review their medical records. Few studies have elicited user views and value of PAPs, especially in a publicly funded primary care setting. This study aimed to elicit the value users of PAPs place on online access to medical records and linked services. Secondary data analysis of the completed electronic survey (ava...
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#1Milene Martini Petry (Universidade do Vale do Rio dos Sinos)H-Index: 1
#2Jorge Luis Victória Barbosa (Universidade do Vale do Rio dos Sinos)H-Index: 16
Last.Paulo César Büttenbender (Universidade do Vale do Rio dos Sinos)
view all 5 authors...
The World Health Organization predicts that by 2020, depression will be the second-most common cause of debility. Also, ubiquitous computing advances are offering people and applications the necessary information for the most diversified necessities. In this sense, researchers are using ubiquitous health in applications focused on mental health and well-being. This article proposes Higia, a model to assist in the treatment of people suffering from depression. Higia detects the need to contact th...
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#1Muhammad Shoaib (UOL: University of Lahore)H-Index: 3
#2Ibrar Hussain (UOL: University of Lahore)H-Index: 6
Last.Hamid Turab Mirza (CUI: COMSATS Institute of Information Technology)H-Index: 5
view all 3 authors...
Continual enrichments in auditory interfaces of desktop applications allow visually impaired people to successfully use computers in education, employment, and social interaction. Designers face multiple challenges while producing sound for auditory interfaces. This paper presents a new method of adaptive auditory feedback, which converts speech-only instructions to non-speech (i.e., spearcons), based on users’ interaction with the application in the desktop environment. Using within-subject des...
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#1Aqdas Malik (Aalto University)H-Index: 5
#2Kari Hiekkanen (Aalto University)H-Index: 7
Last.Aditya Johri (GMU: George Mason University)H-Index: 16
view all 5 authors...
The purpose of this study is to provide insights into player experiences and motivations in Pokemon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy con...
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#1Begoña Peral-Peral (University of Seville)H-Index: 5
#2Ángel Francisco Villarejo-Ramos (University of Seville)H-Index: 8
Last.Jorge Arenas-Gaitán (University of Seville)H-Index: 11
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The second-level digital divide presents differences in people’s capabilities of using information and communication technologies, especially in older adults. This paper focuses on exploring self-efficacy and anxiety in this group concerning the use of a specific e-service, Internet banking service. Considering the triadic relation proposed in social cognitive theory, we include in the model of IBS use by older adults personal characteristics, such as self-efficacy, anxiety, perceived usefulness...
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#1Tianyang Huang (NTUT: National Taipei University of Technology)
#2Chiwu Huang (NTUT: National Taipei University of Technology)
Taiwan has entered the aged society in March 2018, meaning that more social and technological resources are needed to solve the problems related to the elderly’s companion service. Companion robots are considered a solution to effectively meet the elderly’s service needs for family escort. However, little is known about the elderly’s acceptance of companion robots. The purpose of this study is to explore the elderly’s acceptance of companion robots from the perspective of user factors. The resea...
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#1Meng-Chuan TsaiH-Index: 6
#2Pei-Di Shen (MCU: Ming Chuan University)H-Index: 6
Last.Chia-Wen Tsai (MCU: Ming Chuan University)H-Index: 13
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The application and development of educational technologies has influenced current education practices. However, there are few studies discussing how to apply these technologies and devices with appropriate teaching methods to help students achieve satisfactory learning goals, especially for computing classes. Thus, the researchers reconsidered the course design of a computing course with practical teaching methods, activity-based learning (ABL) and meaningful learning (ML), in an online learnin...
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#1Kamran Khowaja (Isra University)H-Index: 5
#2Siti Salwah Salim (UM: University of Malaya)H-Index: 12
The use of serious games to help children with autism spectrum disorder (ASD) learn different skills has increased in the recent past. Games, however, have not been exploited to enhance the vocabulary of these children. The serious game design framework (SGDF) and its components provide support throughout the design process, but there are no existing SGDFs that can be used to design serious games for these children to learn vocabulary skills. Therefore, in this research, a SGDF is proposed to ov...
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#1María Pilar Mareca (UPM: Technical University of Madrid)H-Index: 2
#2Borja Bordel (UPM: Technical University of Madrid)H-Index: 7
Nowadays, different technological solutions are already embedded into higher education: Web platforms, collaborative cloud environments, massive online courses, the flipped classroom, intelligence collective, etc. Besides, the current implementation of the European Higher Education Area has opened the doors to these new and revolutionary techniques and proposes a strategic action plan for 2019 derived from digital transformation, through the promotion of a collaborative European hackathon. Among...
2 CitationsSource
#1Alejandro Ortega Arranz (University of Valladolid)H-Index: 3
#2Erkan Er (University of Valladolid)H-Index: 4
Last.Juan Alberto Muñoz-Cristóbal (University of Valladolid)H-Index: 9
view all 6 authors...
Despite the advantages of MOOCs, such as the open and free access to education, these courses are criticized for students’ lack of motivation and their high dropout rates. Gamification is a technique used to increase student motivation and engagement in small-scale educational contexts. However, the effects of gamification on student engagement have been scarcely explored in MOOC environments, and the findings so far are inconsistent. To address this gap, this research work examines the students...
2 CitationsSource
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Human–computer interaction
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