LEADER 00879nam2 2200277 450 001 000003300 005 20050630115900.0 010 $a88-08-02483-0 100 $a--------d2000----km-y0itay50------ba 101 $ager 102 $aIT 200 1 $aModul A$ekursbuch, arbeitsbuch, audio-CD$fCatani, Greiner, Pedrelli, Deling 210 $aBologna$cZanichelli$d2000 215 $a1 v. (paginazione varia)$cill.$d27 cm$eCD-Rom 305 $aEdizione in moduli 461 1$1001000003299$12001$aWie bitte?$vvolume 1 610 1 $aLingua tedesca$aTesti scolastici 676 $a428.2451 701 1$aCatani,$bCesarina$0424130 701 1$aGreiner,$bHerbert$0183851 701 1$aPedrelli,$bElena$0290794 801 0$aIT $bUNIPARTHENOPE $gRICA $2UNIMARC 912 $a000003300 951 $cNAVA1$a435-W/1 (A)$b34823$d20011128 996 $aModul A$91223680 997 $aUNIPARTHENOPE LEADER 05711oam 2200565 450 001 996465459203316 005 20210612150228.0 010 $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 $a20210612d2020 uy 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aHuman-computer interaction $e6th Iberomarican Workshop, HCI-Collab 2020, Arequipa, Peru, September 16-18, 2020, Proceedings /$fVanessa Agredo-Delgado, Pablo H Ruiz, Klinge Orlando Villalba-Condori (editors) 205 $a1st ed. 2020. 210 1$aCham, Switzerland :$cSpringer,$d[2020] 210 4$d©2020 215 $a1 online resource (XIV, 316 p. 128 illus., 110 illus. in color.) 225 1 $aCommunications in computer and information science ;$v1334 311 $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 ;$v1334. 606 $aHuman-computer interaction$vCongresses 606 $aUser interfaces (Computer systems)$vCongresses 606 $aApplication software$vCongresses 606 $aEducation$xData processing$vCongresses 615 0$aHuman-computer interaction 615 0$aUser interfaces (Computer systems) 615 0$aApplication software 615 0$aEducation$xData processing 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$bUtOrBLW 906 $aBOOK 912 $a996465459203316 996 $aHuman-computer interaction$957364 997 $aUNISA