LEADER 06679nam 22007935 450 001 9910447239303321 005 20251225183647.0 010 $a3-030-66919-X 024 7 $a10.1007/978-3-030-66919-5 035 $a(CKB)5460000000008640 035 $a(DE-He213)978-3-030-66919-5 035 $a(MiAaPQ)EBC6450928 035 $a(PPN)253253713 035 $a(EXLCZ)995460000000008640 100 $a20210104d2020 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHuman-Computer Interaction $e6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16?18, 2020, Proceedings /$fedited by Vanessa Agredo-Delgado, Pablo H. Ruiz, Klinge Orlando Villalba-Condori 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2020. 215 $a1 online resource (XIV, 316 p. 128 illus., 110 illus. in color.) 225 1 $aCommunications in Computer and Information Science,$x1865-0937 ;$v1334 311 08$a3-030-66918-1 320 $aIncludes bibliographical references and index. 327 $aA 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. 330 $aThis book constitutes the thoroughly refereed proceedings of the 6th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2020, held in Arequipa, Peru, in September 2020.* The 28 full and 3 short papers presented in this volume were carefully reviewed and selected from 128 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional Interfaces, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others. *The workshop was held virtually due to the COVID-19 pandemic. 410 0$aCommunications in Computer and Information Science,$x1865-0937 ;$v1334 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aSocial sciences$xData processing 606 $aComputer engineering 606 $aComputer networks 606 $aEducation$xData processing 606 $aArtificial intelligence 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aComputer Application in Social and Behavioral Sciences 606 $aComputer Engineering and Networks 606 $aComputers and Education 606 $aArtificial Intelligence 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aSocial sciences$xData processing. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aEducation$xData processing. 615 0$aArtificial intelligence. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aComputer Engineering and Networks. 615 24$aComputers and Education. 615 24$aArtificial Intelligence. 676 $a004.019 702 $aRuiz$b Pablo H. 702 $aVillalba-Condori$b Klinge Orlando 702 $aAgredo-Delgado$b Vanessa 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910447239303321 996 $aHuman-computer interaction$957364 997 $aUNINA