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A Comparison of Hosting Techniques for Online Cybersecurity Competitions
Online cybersecurity competitions have gained significant traction in the community for educational and evaluative purposes because they offer... -
Advancing Multi-actor Graph Convolutions for Skeleton-Based Action Recognition
Human skeleton motion recognition, notable for its lightweight, interference-resistant, and resource-saving properties, plays a crucial role in human... -
A Somaesthetics Based Approach to the Design of Multisensory Interactive Systems
This paper aims to analyse the state-of-the-art of somaesthetics, describing the scientific and philosophic basis of the discipline, in order to... -
Cognitive Impairments
A study by University College London has found that cognitive impairments have more than doubled in the last decade.1 This number is staggering,... -
Mental Health
Of all the disabilities we have discussed so far, mental health impairments have arguably seen the biggest increase in exposure over the last few... -
Low Vision and Color Blindness
We’ve covered a lot of work on accessibility for blind users, but the vast majority of users with sight-based access needs actually have other forms... -
Blindness
According to the World Health Organization, 40 million people worldwide are registered as Blind.1 Add to this the rise in age-related disorders like... -
The Accessibility Problem
Accessibility can be a difficult subject to approach, and it’s often tough to know where to start. This is why I have decided to write this book. My... -
Introducing a Videogame Project in a Mobile Software Development Academic Course
In the 2020–2021 academic year, the ‘videogame design’ topic has been introduced in the ’Mobile Software Development’ bachelor degree course.... -
A PLS-SEM Approach for Composite Indicators: An Original Application on the Expected Goal Model
In the field of football analytics, the goal is to improve (in terms of prediction performance) one of the emerging tools: the expected goal (xG)... -
Artificial Intelligence in Video Games 101: An Easy Introduction
This paper offers an easy introduction of Video Game Artificial intelligence (VGAI), i.e. the set of computational techniques embedded inside... -
Evaluating Touchless Haptics for Interaction with Virtual Objects
In recent years, touchless (mid-air, hands-free) haptic interactive concepts with machines have gained popularity due to their health benefits and... -
GFTLSTM: Dynamic Graph Neural Network Model Based on Graph Framelets Transform
There is currently a surge of interest in graph representation learning, with researchers increasingly focusing on methods and applications involving... -
The WebCrow French Crossword Solver
Crossword puzzles are one of the most popular word games, played in different languages all across the world, where riddle style can vary... -
Toward a Better Measurement of Strategic Skills: The Multiple Choice Strategic Quotient (McSQ)
This paper develops the strategic quotient construct and its measure, the Strategic Quotient (SQ), a test to assess actual strategic competencies.... -
Conclusion
Congratulations on making it to the last chapter! I appreciate you sticking with the topic, and I hope that you’ve enjoyed the book. Web... -
Motor Impairments
People with motor impairments generally experience a partial or total loss of function of a body part and can be affected by chronic pain, muscle... -
Outsourcing Accessibility
There have been a range of tools and platforms that have risen dramatically in popularity on the Web over the last few years – changing the process... -
Imagery
There are approximately 750 billion images on the Internet.1 According to statistics from W3Techs, over 96% of the 10 million most popular websites... -
Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik”
Playing board games is commonly recognized as an effective way to promote the integration and socialization of their participants. However, visually...