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Support in-video content searching and result visualization of the flipped classroom ; Stöd sökning av innehåll i video och resultatvisualisering av det flippade klassrummet
Su, Siyuan. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2022
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2
Remote Dyslexia Screening for Bilingual Children
In: Multimodal Technologies and Interaction; Volume 6; Issue 1; Pages: 7 (2022)
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3
How usable are digital collections for endangered languages? A review
In: Proceedings of the Linguistic Society of America; Vol 7, No 1 (2022): Proceedings of the Linguistic Society of America; 5219 ; 2473-8689 (2022)
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La fruizione degli ambienti di apprendimento nella didattica dell’italiano L2 ...
Gasparini, Alice. - : Studi di glottodidattica, 2021
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5
Usability ratings on the MuLiMi platform expressed by Participants ...
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Usability ratings on the MuLiMi platform expressed by Participants ...
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usability ratings for the MuLiMi platform expressed by Examiners ...
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usability ratings for the MuLiMi platform expressed by Examiners ...
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9
Prototyping Mobile Storytelling Applications for People with Aphasia
In: Sensors; Volume 22; Issue 1; Pages: 14 (2021)
Abstract: Aphasia is a partial or total loss of the ability to articulate ideas or comprehend spoken language, resulting from brain damage, in a person whose language skills were previously normal. Our goal was to find out how a storytelling app can help people with aphasia to communicate and share daily experiences. For this purpose, the Aphasia Create app was created for tablets, along with Aphastory for the Google Glass device. These applications facilitate social participation and enhance quality of life by using visual storytelling forms composed of photos, drawings, icons, etc., that can be saved and shared. We performed usability tests (supervised by a neuropsychologist) on six participants with aphasia who were able to communicate. Our work contributes (1) evidence that the functions implemented in the Aphasia Create tablet app suit the needs of target users, but older people are often not familiar with tactile devices, (2) reports that the Google Glass device may be problematic for persons with right-hand paresis, and (3) a characterization of the design guidelines for apps for aphasics. Both applications can be used to work with people with aphasia, and can be further developed. Aphasic centers, in which the apps were presented, expressed interest in using them to work with patients. The Aphasia Create app won the Enactus Poland National Competition in 2015.
Keyword: aphasia; assistive technology; Google Glass; graphical user interface; mobile devices; smart glass; storytelling; usability tests; user-centered design; wearable devices
URL: https://doi.org/10.3390/s22010014
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10
Design Proposal for Sign Language Services in TV Broadcasting from the Perspective of People Who Are Deaf or Hard of Hearing
In: Applied Sciences ; Volume 11 ; Issue 23 (2021)
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11
Towards Sustainable Use of Machine Translation: Usability and Perceived Quality from the End-User Perspective
In: Sustainability; Volume 13; Issue 23; Pages: 13430 (2021)
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12
SentText: A Tool for Lexicon-based Sentiment Analysis in Digital Humanities ...
Schmidt, Thomas; Dangel, Johanna; Wolff, Christian. - : Universität Regensburg, 2021
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13
La fruizione degli ambienti di apprendimento nella didattica dell’italiano L2
In: Studi di glottodidattica; V. 6, N. 2 (2021); 36 - 49 ; 1970-1861 (2021)
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14
Juegos serios en web para la auto-protección y prevención del COVID-19: Desarrollo y pruebas de usabilidad
In: Comunicar: Revista científica iberoamericana de comunicación y educación, ISSN 1134-3478, Nº 69, 2021 (Ejemplar dedicado a: Participación ciudadana en la esfera digital), pags. 97-111 (2021)
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15
The Role of Translation in Multilingual User Experience
In: Open Access Theses & Dissertations (2021)
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16
Converting raw transcripts into an annotated and turn-aligned TEI-XML corpus: the example of the Corpus of Serbian Forms of Address
In: Slovenščina 2.0: Empirične, aplikativne in interdisciplinarne raziskave, Vol 9, Iss 1 (2021) (2021)
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17
Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
Galle, Thor. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020
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18
Identification of Speech Characteristics to Distinguish Human Personality of Introversive and Extroversive Male Groups
In: International Journal of Environmental Research and Public Health ; Volume 17 ; Issue 6 (2020)
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19
The Limit Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension
In: Applied Sciences ; Volume 10 ; Issue 2 (2020)
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20
German-Swiss survey on the use of (digital) language resources ...
Adarve, Gerard; Dürscheid, Christa. - : Zenodo, 2020
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