001441306 000__ 05289cam\a2200613\i\4500 001441306 001__ 1441306 001441306 003__ OCoLC 001441306 005__ 20230309004731.0 001441306 006__ m\\\\\o\\d\\\\\\\\ 001441306 007__ cr\un\nnnunnun 001441306 008__ 211213s2021\\\\sz\a\\\\o\\\\\101\0\eng\d 001441306 019__ $$a1287895493$$a1287921111$$a1292517786$$a1294349324 001441306 020__ $$a9783030923259$$q(electronic bk.) 001441306 020__ $$a3030923258$$q(electronic bk.) 001441306 020__ $$z9783030923242$$q(print) 001441306 020__ $$z303092324X 001441306 0247_ $$a10.1007/978-3-030-92325-9$$2doi 001441306 035__ $$aSP(OCoLC)1288337272 001441306 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dYDX$$dOCLCF$$dDKU$$dOCLCO$$dDCT$$dOCLCO$$dOCLCQ$$dCOM$$dOCLCO$$dUKAHL$$dOCLCQ 001441306 049__ $$aISEA 001441306 050_4 $$aQA76.9.H85 001441306 08204 $$a004.01/9$$223 001441306 1112_ $$aHCI-COLLAB (Workshop)$$n(7th :$$d2021 :$$cOnline) 001441306 24510 $$aHuman-computer interaction :$$b7th Iberoamerican Workshop, HCI-COLLAB 2021, Sao Paulo, Brazil, September 8-10, 2021, Proceedings /$$cPablo H. Ruiz, Vanessa Agredo-Delgado, André Luiz Satoshi Kawamoto (eds.). 001441306 2463_ $$aHCI-COLLAB 2021 001441306 264_1 $$aCham, Switzerland :$$bSpringer,$$c2021. 001441306 300__ $$a1 online resource (xiv, 263 pages) :$$billustrations (some color) 001441306 336__ $$atext$$btxt$$2rdacontent 001441306 337__ $$acomputer$$bc$$2rdamedia 001441306 338__ $$aonline resource$$bcr$$2rdacarrier 001441306 347__ $$atext file 001441306 347__ $$bPDF 001441306 4901_ $$aCommunications in Computer and Information Science,$$x1865-0937 ;$$v1478 001441306 500__ $$a"Despite the COVID-19 pandemic, and the workshop being held virtually this year ..."--Preface 001441306 500__ $$aIncludes author index. 001441306 5050_ $$aCombining two inspection methods: usability heuristic evaluation and WCAG guidelines to assess e-commerce websites -- Considering the older adults' perceptions of IoT for designing IoT technologies -- Control of a robotic hand through voice commands and biosignals -- Desktop Application for Water Quality Prediction and Monitoring System Using ISO 9241-210 and Machine Learning Techniques -- Digital Ecosystem for Children's Rehabilitation with Psychomotor Deficit -- Evaluating of mobile user interface: A Design Lenses approach -- Face Recognition Efficiency Enhancements Using Tensorflow and WebAssembly: A Practical Approach -- Gamified Model to Support Shopping in Closed Spaces Aimed at Blind People: A Systematic Literature Review -- Interface Analysis Criteria for Mobile Devices: A Systematic Mapping -- Lepi-Board: an Infrastructure for the Development of Digital Storytelling Games by Blind-Users -- Modeling and Evaluating Personas with Software Explainability Requirements -- Project-based Learning Focused on Professional Skills: An Approach applied on Human-Computer Interaction and Software Requirements Under-Graduation Courses -- Proposal for a serious game to assist in the daily care of children with ASD before Covid-19 -- Specified Ontologies in User Tags to Graphical User Interface Hedonistic type based on Sentiment Analysis -- Towards a definition of a learning model of business simulation games based on the analysis of response from physiological devices -- User experience evaluation in MOOC platforms: a hybrid approach -- User Interface Adaptation through Ontology Models and Code Generation -- User-centered design approach for a machine learning platform for medical purpose -- Virtual Reconstruction of Objects by Point Cloud Capture to Measurement of Density Parameters Using Low Cost Device. 001441306 506__ $$aAccess limited to authorized users. 001441306 520__ $$aThis book constitutes the thoroughly refereed proceedings of the 7th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2021, held in Sao Paulo, Brazil, in September 2021.* The 15 full and 4 short papers presented in this volume were carefully reviewed and selected from 68 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. 001441306 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed December 13, 2021). 001441306 650_0 $$aHuman-computer interaction$$vCongresses. 001441306 655_7 $$aConference papers and proceedings.$$2fast$$0(OCoLC)fst01423772 001441306 655_7 $$aConference papers and proceedings.$$2lcgft 001441306 655_7 $$aActes de congrès.$$2rvmgf 001441306 655_0 $$aElectronic books. 001441306 7001_ $$aRuiz, Pablo H.,$$eeditor$$0(orcid)0000-0003-2098-2614$$1https://orcid.org/0000-0003-2098-2614 001441306 7001_ $$aAgredo-Delgado, Vanessa,$$eeditor$$0(orcid)0000-0003-0870-6895$$1https://orcid.org/0000-0003-0870-6895 001441306 7001_ $$aKawamoto, André Luiz Satoshi,$$eeditor.$$0(orcid)0000-0002-0176-4366$$1https://orcid.org/0000-0002-0176-4366 001441306 830_0 $$aCommunications in computer and information science ;$$v1478.$$x1865-0937 001441306 852__ $$bebk 001441306 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-92325-9$$zOnline Access$$91397441.1 001441306 909CO $$ooai:library.usi.edu:1441306$$pGLOBAL_SET 001441306 980__ $$aBIB 001441306 980__ $$aEBOOK 001441306 982__ $$aEbook 001441306 983__ $$aOnline 001441306 994__ $$a92$$bISE