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SMART ACCESSIBILITY 2017 - Second International Conference on Universal Accessibility in the Internet of Things and Smart Environments

Date2017-03-19 - 2017-03-23

Deadline2016-10-19

VenueNice, France France

Keywords

Websitehttps://www.iaria.org/conferences2017/SM...

Topics/Call fo Papers

All tracks/topics are open to both research and industry contributions.
Tracks:
Accessibility fundamentals by design
Accessibility across the entire system lifecycle; Inclusive design of smart cities and smart environments; Universally designed apps accessible design of welfare and everyday technology; Adaptation and personalization - Design for one vs. Design for all; Design approaches, techniques, and tools for inclusive design; Universally accessible graphical and haptic design; Universal design, Design for all, Participatory design; Accessibility and Design for all in Standardization; Information provision; User-centric design.
Accessibility and assistive approaches for digital inclusion
Assistive technologies and interoperability multimodality and accessibility; Technology for independent living; Accessibility within e-organizations: Good practices and experiences; Web and Internet accessibility for digital inclusion; Citizen services, e-government accessibility, e-inclusion; Smart cities, accessibility and mobility; Availability and affordability for everyone; Cognitive and behavioral psychology of end-user; Experiences and scenarios; Universal usability; Accessibility and human-computer interaction; Learning apps for people with disabilities
Accessibility devices and applications
Accessibility portable smart devices; Smartphone and tablet use; Smartphones for elders; Accessibility for Android; Web and mobile platforms; Smart wheelchairs; Smartphones for blind users; Haptic Gloves; Zebra-crossing spotter; Assistive attachments to prosthetic devices; Google glasses; Digital and tactile drawing systems; Accessible media players; Smartwatch for deaf people; Vibro-tactile feedback devices; Drones for navigating visually impaired; Accessible graphing calculator; Assistive mobile apps; Smartphone reminder apps; Mobile phone apps for sign languages; Apps for perception of spaces
Interaction-driven accessibility
New interaction methods and modalities; Smart textiles and surfaces; Style and Screen Size on Touchscreen; Dynamic visualization; Images for visually impaired users; Graphics for blind persons; Tools for rehabilitation of individuals with brain injury; Tactile graphics helper; 3D printable accessible tactile pictures; Transcribing across the senses; Spatial databases for blind travelers; Sequential gestural passcodes; Automatic speech recognition; Interactive and collaborative map of the visually impaired; TeX-to-Braille transcribing; Visualizing phonemic information; Accessibility-oriented appliance displays; Fabric-based interactive surfaces; Tactile and visual feedback; Web datasets as accessible tables; Independent navigation for visually impaired; Haptic screen interfaces; Accessible Web browsing; Customized 3D-printable tactile maps;
Accessibility technologies
Eight-Dot and Six-Dot Braille Code; Audio Rendered Mathematics; Spatially-oriented audio descriptions; Text-to-speech synthesis; Access to games and ludic engagements; Accessible Metadata Generation; Multimodal digital accessibility; Spellcheckers for dyslexia; Unified notification for assistive services; Eye-tracking systems; Digital tactile graphics; Sign language animation; Market charts accessibility for visual impairments; Accessibility in mixed-ability workplaces; Tactile graphics using machine learning; Audio-tactile Web browsing systems; Dynamic stimuli; Games and virtual environments; Open-source speech-recognition platforms
Accessibility-oriented e-learning and cognitive training
Computational accessibility environments; Accessible online education; Disabled students' accessibility; Quality of e-learning systems; Supporting bilingual literacy of deaf children, Accessible mobile-learning; Augmented reality tools; e-Testing with interactive images; Audiovisual translation; Mental model construction in blind learners; Educational games for children; Teaching preschoolers with autism; Accessible texts for autism; 3D printing for integrated classrooms; Sensory substitution training; Classes for deaf and hard-of-hearing students; Online courses for intellectually disability students; Teaching accessibility
Assistive frameworks and systems
Spatial orientation for cognitive impairments; Universally accessible games; Ludology and narratology frameworks; Technologies for engaging various cultural heritages; Blind people’s information scanning systems; Deaf accessibility via Web-based multimedia; Technologies Blind or Low-vision people; Sonification techniques; Platforms for low-income blind people; Games for brain injury rehabilitation; Voting systems for impaired people; Personal sensing of accessibility maps
Social accessibility services
Industry and research collaboration; Learning from practice and technology transfer; Assisting neurodiverse employees; Inclusive and productive technical workforce; Accessibility research; Participating users with mental and cognitive disabilities; Support for cognitively impaired workers; Personal health records for senior healthcare; Accessible mobile biometrics for elderly; Acceptability and accessibility of wearable computing; Accessible services for functional diversity; Performance-impaired people in manual assembly processes; Vocational prompting systems for people with cognitive impairments; Calendars for individuals with cognitive disabilities; Online banking systems for cognitively disable people; School inclusion process; Assistive technology for blind grocery shoppers; Conversational assistive systems; Assistive services for special diseases (Parkinson, Alzheimer, Autisms)
Accessibility testing and training
Automated accessibility testing; Cognitive Assessment Fall-Prevention Oriented Exergames; Music therapy; Non-intrusive stabilization in fingers motions; Sensorimotor control via interactive surfaces; Recognizing patterns and shapes; Balance assessment technologies; One-switch video games; Fundamental voice frequency correction; Special education therapy systems; Assistive systems for mobility limitations; Guiding blind individuals in indoor environments; Game to detect accessibility levels; Learning empathy; Usability for accessibility; Dynamic audio feedback; Credibility assessment; Self-confidence training

Last modified: 2016-09-24 23:08:30