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109 results on '"Mattern, Friedemann"'

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1. Idea Movement of Aging Citizens: Lessons-Learnt from Innovation Workshops.

2. Ontology-Based User Preference Modeling for Enhancing Interoperability in Personalized Services.

3. Users and Trust: The New Threats, the New Possibilities.

4. A Non-visual Approach to Improving Collaboration Between Blind and Sighted Internet Users.

5. Attitude Toward Wireless Applications in Healthcare Industry in China.

6. The Augmented Patient Chart: Seamless Integration of Physical and Digital Artifacts for Hospital Work.

7. Specialized Design of Web Search Engine for the Blind People.

8. Basic Consideration for Various Interfaces from Viewpoint of Service.

9. Distributive Medical Management System.

10. Inflection of In-Situ Ergonomics in Service Engineering.

11. VoiceBlog for Blind and Weak-Eyed People.

12. Service Science: Applications of Observation to Real World Business.

13. An Accessible Platform for Conference Administration and Management.

14. Accessing e-Government Services: Design Requirements for the Older User.

15. Case Study of Applying Wireless Technologies into Healthcare Industry in China and UK.

16. The Virtual Paddle: An Universal Interaction for Accessible Video Games.

17. Feed the Dragon Wisely: Designing for Childhood Awareness as a Means of Lifelong Obesity Prevention.

18. 2D Numeric-Based Voice-Driven Browser for the Visual Impairments.

19. Designing Games to Address ‘Mute English' Among Children in China.

20. Learning Through Exploration, Autonomy, Collaboration, and Simulation: The 'all-in-one' Virtual School of the Hellas Alive!© Online, Language-Learning Platform.

21. Effects of Group Composition in Collaborative Learning of EFL Writing.

22. Learning by e-Learning: Breaking Down Barriers and Creating Opportunities for the Visually-Impaired.

23. E- Health System for Coagulation Function Management by Elderly People.

24. Identification of Threat of Isolation as a Result of Work with a Computer in Free Time.

25. Co-learn: Collaborative Learning Engine a Vision for Pervasive Collaboration in E-Learning.

26. Some Aspects of the Development of Low-Cost Augmented Reality Learning Environments as Examples for Future Interfaces in Technology Enhanced Learning.

27. Enhancing Universal Access - EEG Based Learnability Assessment.

28. Interface of Online Mini-Go-Game with Pen Input Guide for the Blind.

29. Basic Skills Training to Disabled and Adult Learners Through an Accessible e-Learning Platform.

30. AudioStoryTeller: Enforcing Blind Children Reading Skills.

31. English for Academic Purposes in Israel: Perceptions of E-Learning from the Perspectives of Learners and Teachers.

32. Technology-Mediated Provision of Models: Observational Learning for First Year Students.

33. Instructional Technology and Faculty Development: How iWRITE Challenges Course Design and Teaching Methods.

34. The Impact of m-Learning in School Contexts: An "Inclusive" Perspective.

35. Students' Attidudes Towards Novel Interfaces in E-Learning.

36. Methodology and Application in a Technologically Enhanced Environment: The Case of the Writing Center at the Hellenic American Union and the Hellenic American University.

37. Reaching Beyond the Invisible Barriers: Serving a Community of Users with Multiple Needs.

38. Improving Accessibility for Existing Websites Spanning Multiple Domains.

39. Accessibility Works: Enhancing Web Accessibility in Firefox.

40. Entertainment and Ambient: A New OLDES' View.

41. The Role of Web-Based Learning Environments in Fostering Collaboration.

42. Immersive Digital Games: The Interfaces for Next-Generation E-Learning?

43. Providing Universal Accessibility Using Connecting Ontologies: A Holistic Approach.

44. Designing Intelligent Interfaces for e-Learning Systems: The Role of User Individual Characteristics.

45. Universal Design Within the Context of e-Learning.

46. Unified Design of Universally Accessible Games.

47. A Haptic Based Interface to Ease Visually Impaired Pupils' Inclusion in Geometry Lessons.

48. Usability Evaluation of Korean e-Government Portal.

49. Digital Game-Based Learning: An Agent Approach.

50. Agents in m-Learning Systems Based on Intelligent Tutoring.

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