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ویرایش: نویسندگان: Klaus Miesenberger, Georgios Kouroupetroglou, Katerina Mavrou, Roberto Manduchi, Mario Covarrubias Rodriguez, Petr Penáz سری: Lecture Notes in Computer Science, 13342 ISBN (شابک) : 3031086449, 9783031086441 ناشر: Springer سال نشر: 2022 تعداد صفحات: 560 [561] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 36 Mb
در صورت تبدیل فایل کتاب Computers Helping People with Special Needs: 18th International Conference, ICCHP-AAATE 2022, Lecco, Italy, July 11–15, 2022, Proceedings, Part II به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب رایانه ها به افراد با نیازهای ویژه کمک می کنند: هجدهمین کنفرانس بین المللی، ICCHP-AAATE 2022، لکو، ایتالیا، 11 تا 15 ژوئیه، 2022، مجموعه مقالات، قسمت دوم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
مجموعه دو جلدی LNCS 13341 و 13342 مجموعه مقالات داوری کنفرانس بینالمللی مشترک در گنجاندن دیجیتال، فناوری کمکی و دسترسی، ICCHP-AAATE 2022 را تشکیل میدهد. کنفرانس در لکو، ایتالیا، در ژوئیه برگزار شد. 2022.
112 مقاله ارائه شده به دقت بررسی و از بین 285 مقاله ارسالی انتخاب شدند. همچنین شامل 18 مقدمه است. مقالات در بخشهای موضوعی زیر سازماندهی شدهاند:
بخش اول: سخنرانیهای هنر کارشمر در دسترسی به ریاضیات، علوم و مهندسی. راه حل های دیجیتال برای تحرک فراگیر: راه حل ها و نقشه های قابل دسترس برای تحرک داخلی و خارجی پیاده سازی و نوآوری در زمینه تحرک مستقل از طریق فناوری های دیجیتال؛ دسترسی لمسی و دیجیتالی به هنر و مصنوعات؛ دسترسی به جلسات مشترک؛ تعامل برای ورودی متن و اشاره جایگزین. ناتوانی های شناختی و دسترسی؛ ارتباطات تقویتی و جایگزین (AAC): روندهای نوظهور، فرصت ها و نوآوری ها؛ دسترسی به زبان برای ناشنوایان و کم شنوایان. قسمت دوم: دسترسی دیجیتال: خوانایی و قابل درک. بازی های جدی و سرگرم کننده؛ اینترنت اشیا: خدمات و برنامه های کاربردی برای افراد دارای معلولیت و افراد مسن. فن آوری برای گنجاندن و مشارکت در کار و فعالیت های روزمره؛ فناوری های رباتیک و واقعیت مجازی برای کودکان دارای معلولیت و بزرگسالان بزرگتر؛ توسعه، ارزیابی و ارزیابی فناوری های کمکی؛ فناوری اطلاعات و ارتباطات برای حمایت از آموزش فراگیر – طراحی یادگیری همگانی (ULD)؛ طراحی برای فناوری های کمکی و توانبخشی؛ فنآوریهای کمکی و گنجاندن برای افراد مسن.11 فصلها تحت مجوز Creative Commons Attribution 4.0 بینالمللی از طریق link.springer.com با دسترسی آزاد در دسترس هستند.< /span>
The two-volume set LNCS 13341 and 13342 constitutes the refereed proceedings of the Joint International Conference on Digital Inclusion, Assistive Technology, and Accessibility, ICCHP-AAATE 2022. The conference was held in Lecco, Italy, in July 2022.
The 112 papers presented were carefully reviewed and selected from 285 submissions. Included also are 18 introductions. The papers are organized in the following topical sections:
Part I: Art Karshmer Lectures in Access to Mathematics, Science and Engineering; Digital Solutions for Inclusive Mobility: solutions and accessible maps for indoor and outdoor mobility; implementation and innovation in the area of independent mobility through digital technologies; haptic and digital access to art and artefacts; accessibility of co-located meetings; interactions for text input and alternative pointing; cognitive disabilities and accessibility; augmentative and alternative communication (AAC): emerging trends, opportunities and innovations; language accessibility for the deaf and hard-of-hearing. Part II: Digital accessibility: readability and understandability; serious and fun games; internet of things: services and applications for people with disabilities and elderly persons; technologies for inclusion and participation at work and everyday activities; robotic and virtual reality technologies for children with disabilities and older adults; development, evaluation and assessment of assistive technologies; ICT to support inclusive education – universal learning design (ULD); design for assistive technologies and rehabilitation; assistive technologies and inclusion for older people.11 Chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Preface Organization Contents – Part II Contents – Part I Digital Accessibility: Readability and Understandability Digital Accessibility: Readability and Understandability References Overlay Tools as a Support for Accessible Websites – Possibilities and Limitations 1 Introduction 2 Methods 3 BIK BITV-Test 4 Overlay Tools 4.1 Definition 4.2 Current Providers 5 Parameters of the Comparative Study and Analysis 5.1 Overlay Tools Selection 5.2 Test Environment 5.3 Evaluation Metrics 6 Results 6.1 Compliance (Cumulative) 6.2 Compliance (Holistic) 6.3 Showstopper 6.4 Implementation 6.5 Feedback 6.6 Configurability of the Toolbar 6.7 Training 7 Discussion 8 Limitations and Possible Future Work 9 Conclusion References Digital Authentication and Dyslexia: A Survey of the Problems and Needs of Dyslexia People 1 Introduction 2 Method 2.1 Design 2.2 Participants 2.3 Online Questionnaire 3 Results 4 Discussion and Conclusions References Rethinking Alt Text to Improve Its Effectiveness 1 Introduction 2 User Survey 3 Shortcomings with the Current Alt Text Method 4 Functional Limitations of Alt Text 4.1 Content Creators don’t Know How to Best Provide Accessibility of Their Graphics 5 Broadening the Base of Alt Text Users and Their Needs 6 Current Techniques to Describe Graphics 7 Lack of Industry-Wide Standardized Guidelines 8 Conclusion References Password Challenges for Older People in China and the United Kingdom 1 Introduction 2 Method 2.1 Participants 2.2 Online Questionnaire 3 Results 4 Discussion and Conclusions References Digital Authentication for Visually Disabled People: Initial Results of an Online Survey 1 Introduction 2 Related Work 3 Method 3.1 Participants 3.2 Online Survey 4 Results 5 Discussion and Conclusions References Layered Audio Descriptions for Videos 1 Introduction 2 Related Work 3 Method 3.1 Development 3.2 Evaluation 4 Results 4.1 Tree-Layered Audio Description 4.2 Opt-in Explanations 5 Conclusion References Serious and Fun Games Serious and Fun Games 1 What We Know About Serious Games 2 The Session of Serious and Fun Games 3 Conclusion References Accessibility Improvement of Leisure Sports “Mölkky” for Visually Impaired Players Using AI Vision 1 Introduction 2 How to Play Mölkky 3 Research Framework 3.1 Overview 3.2 Primitive Approach 3.3 AI Vision Approach 4 Summary References GoalBaural-II: An Acoustic Virtual Reality Training Application for Goalball Players to Recognize Various Game Conditions 1 Introduction 2 Questionnaire 2.1 Method 2.2 Results and Discussion 3 Overview of Proposed Training System 3.1 Binaural Recording of Sounds 3.2 Application Implementation 4 Evaluation 4.1 Participants 4.2 Procedure and Data Analysis 4.3 Results and Discussion 5 Summary and Future Work References Comparison of Guidelines for the Accessible Design of Augmented Reality Applications 1 Introduction 2 Methodology 3 Results 4 Discussion 5 Conclusion References Internet of Things: Services and Applications for People with Disabilities and Elderly Persons Internet of Things – Services and Applications for People with Disabilities and Elderly Persons 1 Introduction 2 Session Papers 2.1 Home Automation System Controlled through Brain Activity 2.2 BUZZBAND: A Vibrating Wristband for Hearing-Impaired Elderly People 2.3 Hands-free Interaction Methods for Smart Home Control with Google Glass 2.4 Ontenna: Design and Social Implementation of Auditory Information Transmission Devices Using Tactile and Visual Senses 2.5 Usability Study of Tactile and Voice Interaction Modes by People with Disabilities for Home Automation Controls 2.6 Universal Access Panel: A Novel Approach for Accessible Smart Homes and IoT References Home Automation System Controlled Through Brain Activity 1 Introduction 2 Method 2.1 Participants 2.2 Data Acquisition and Signal Processing 2.3 System Implementation 2.4 Control Paradigm 2.5 Procedure 3 Results 3.1 Calibration Phase 3.2 Online Phase 4 Discussion and Conclusions References BUZZBAND: A Vibrating Wristband for Hearing-Impaired Elderly People 1 Introduction 2 State of the Art 3 Proposed Solution 4 Prototype and Experimental Results 4.1 Monotone Ringtone 4.2 Bitonal Ringtone 4.3 Steady Operation and Additional Considerations 5 Conclusions References Hands-Free Interaction Methods for Smart Home Control with Google Glass 1 Introduction and Methodology 2 Hands-Free Input Methods 2.1 Head Movements 2.2 Head Movements and Blinking 2.3 Timed Scanning and Blinking 2.4 Voice Control 2.5 QR Code Scan 3 Prototype App 4 Experimental Setup 5 Study Process 6 Results 7 Discussion 8 Future Work References Ontenna: Design and Social Implementation of Auditory Information Transmission Devices Using Tactile and Visual Senses 1 Introduction 2 Related Work 3 Study of the System Design 4 Final Product 5 Usage Examples at Schools for the Deaf 6 Usage Examples in Entertainment 7 Development and Release of the Ontenna Programming Education Environment 8 Conclusion References Usability Study of Tactile and Voice Interaction Modes by People with Disabilities for Home Automation Controls 1 Introduction 2 Experiment 2.1 Material 2.2 Population 2.3 Courses of the Experiment 2.4 Questionnaires 3 Results 3.1 Experimental Context 3.2 USE Questionnaire 3.3 UEQ Questionnaire 4 Discussion 5 Conclusion References Universal Access Panel: A Novel Approach for Accessible Smart Homes and IoT 1 Introduction 1.1 Standards and Related Work 2 Method 3 Hardware Architecture 3.1 Modular Components 4 Software Architecture 4.1 Classes and Data Structures 4.2 Program Flow and States 5 Results 5.1 User Study 6 Discussion References Technologies for Inclusion and Participation at Work and in Everyday Activities Technologies for Inclusion and Participation at Work and in Everyday Activities 1 Introduction 2 Work and Employment 3 Everyday Activities 4 Contributions References A Review on Technological Solutions Supporting People with Dementia in the Activity of Dressing 1 Introduction 2 ADL Monitoring of Dementia Patients 3 Dressing Activity 4 Ethical Considerations 5 Discussion and Conclusions References Testing an Augmented Reality Learning App for People with Learning Difficulties in Vocational Training in Home Economics – Central Results of the Project LernBAR (Learning Based on Augmented Reality) 1 Introduction 2 Methods 3 Results 4 Conclusions References Working from Home in the COVID-19 Pandemic - Which Technological and Social Factors Influence the Working Conditions and Job Satisfaction of People with Disabilities? 1 Introduction 2 Methods 3 Results 3.1 Workplace Setup 3.2 Ergonomics and Accessibility 3.3 Changes in Working Style 3.4 Communication and Collaboration 3.5 Effects Due to COVID-19 3.6 Overall Evaluation of Home Office 3.7 Interview Results 4 Conclusions References Remote Working: A Way to Foster Greater Inclusion and Accessibility? 1 Introduction 2 Method 2.1 Participants 2.2 Questionnaire and Measurements 2.3 Procedure 3 Results 4 Discussion 5 Conclusion References Robotic and Virtual Reality Technologies for Children with Disabilities and Older Adults Robotic and Virtual Reality Technologies for Children with Disabilities and Older Adults 1 Introduction 2 Challenges in Developing Robotic and VR Technologies for Children with Disabilities 3 Challenges in Developing Robotic and VR Technologies for Older Adults 4 Contributions to the ICCHP-AAATE 2022 Session References Creating a Robot-Supported Education Solution for Children with Autism Spectrum Disorder 1 Introduction 2 The ROSA Toolbox 3 Understanding the Potential Users of the System 3.1 Using Ethical Reflection to Understand Ethical Issues 3.2 Motivation and Motivation Mechanisms 3.3 Introducing the Robot to the Children 4 Discussion and Future Activities References A Wizard of Oz Interface with Qtrobot for Facilitating the Handwriting Learning in Children with Dysgraphia and Its Usability Evaluation 1 Introduction 2 Methodology 3 Result 4 Discussion and Conclusion References POWERUP: A 3D-Printed Exoskeleton and Serious Games for the Rehabilitation of Children with Motor Disabilities 1 Introduction 2 Methods 2.1 POWERUP Exoskeleton 2.2 POWERUP Video Game 2.3 POWERUP VR Platform 2.4 Procedure 2.5 Data Analysis 3 Results 4 Discussion References Visual Impairment Sensitization: Co-Designing a Virtual Reality Tool with Sensitization Instructors 1 Introduction 2 Related Work 2.1 Sensitization by Instructors: Tools and Theoretical Framework 2.2 Visual Impairment Sensitization 3 Method 4 Results: Co-design of Environment and Visual Impairment Simulation in VR 4.1 Usual Settings for Sensitization 4.2 Design Steps 5 Discussion References Assessing Professional Caregivers’ Intention to Use and Relatives’ Support of Use for a Mobile Service Robot in Group Therapy for Institutionalized People with Dementia – A Standardized Assessment Using an Adapted Version of UTAUT 1 Introduction 1.1 Measuring Acceptance 1.2 Acceptance of Robots in Care Settings 1.3 Research Aim and Hypothesis 2 Methods 2.1 Design 2.2 Sample 2.3 Instruments/Tools 2.4 Analysis 3 Results 4 Discussion 4.1 Strengths and Limitations 5 Conclusion References Development, Evaluation and Assessment of Assistive Technologies Development, Evaluation and Assessment of Assistive Technologies 1 Introduction 2 Development of Assistive Technologies 3 Evaluation and Assessment of Assistive Technologies 4 Contributions References A Model to Represent Knowledge about Assistive Products 1 Background 2 Method 2.1 The ASPREX Concept 2.2 The Challenge 2.3 The Need to Create an Ad-Hoc Knowledge Base 3 Results 4 Conclusions References Buddy - A Personal Companion to Match People with Cognitive Disabilities and AT 1 Introduction 2 End User Survey 3 The Buddy Approach 3.1 Accessible Web Repository of AT 3.2 Profile Building via Traditional Forms and Gamification 3.3 AI Based Recommendations 3.4 Quality Assurance (QA) Back-End 4 Conclusion References Towards an Inclusive Co-design Toolkit: Perceptions and Experiences of Co-design Stakeholders 1 Introduction 2 Co-design: Benefits and Challenges 3 Student and Lecturers Perceptions and Experiences of Co-design 3.1 Participants 3.2 Methods 3.3 Results 4 Iterative Focus Groups with Co-designers with Intellectual Disabilities 4.1 Participants 4.2 Methods 4.3 Initial Findings from Focus Groups with Men and Women 5 Discussion 6 Limitations 7 Conclusion References Evaluating a Visual Mobile Banking App for Users with Low Subjective Numeracy 1 Introduction 1.1 Low Numeracy 1.2 Measuring Low Numeracy 1.3 Mobile Banking 2 Research Objectives 3 Method 3.1 Research Design 4 Results and Discussion 4.1 Subjective Numeracy and the Visual Prototype 4.2 Strengths and Limitations References How to Ensure Continuity of AT Assessment Services for Frail People in Times of Pandemics: An Italian Experience 1 Background 2 Methods 3 Results 4 Discussion 5 Limitations of the Study 6 Conclusions References Communication Styles as Challenges for Participatory Design Process Facilitators Working with Young People with Additional Needs in a Residential Care Setting 1 Introduction 2 Participatory Design with Young People with Disabilities or Additional Educational Needs 3 Methodology 3.1 Methods 3.2 Sample 3.3 Procedures 4 Findings of the Conversation Analysis 5 Analysis and Conclusions References ICT to Support Inclusive Education - Universal Learning Design (ULD) ICT to Support Inclusive Education - Universal Learning Design (ULD) 1 Introduction 2 Session Papers References Simulating the Answering Process of Dyslexic Students for Audio Versions of the Common Test for University Admissions 1 Introduction 2 Trial Production of Audio Versions of the Common Test for University Admissions 2.1 Specification of the Trial Production of Audio Versions 2.2 Vertex-Reduced Glyphs 3 Pilot Evaluation 3.1 Experiment Setting 3.2 Result 4 Conclusion References Gauging Awareness of Accessibility in Open Educational Resources 1 Introduction 2 Methods: Semi-structured Interviews 3 Results 3.1 Awareness with Accessibility and Definition 3.2 Promotion of Accessible OERs 3.3 Creation of Accessible OERs 3.4 Motivation for the Creation of Accessible OERs 3.5 Challenges and Opportunities for the Creation of Accessible OERs 4 Discussion and Conclusion References Usability of an Accessible Learning Platform – Lessons Learned 1 Introduction 2 Framework 3 Method 3.1 Procedure 3.2 Participants 3.3 Think-Aloud 3.4 System Usability Scale 4 Results 4.1 SUS 4.2 Usability 5 Lessons Learned References Assessment Requirements of Disabled Students in Higher Education 1 Introduction 2 Inclusive Higher Education as a Prerequisite for Equally Accessible Lifelong Learning 3 Needs of Assistive Technologies for Inclusive Higher Education 4 Development of a Tool for Assessing the Requirements of Students with Disabilities in Higher Education 5 Method 5.1 Sample 5.2 Instrument 5.3 Data Analysis 6 Results 7 Conclusions References Video Screen Commentary System Supporting Online Learning of Visually Impaired Students 1 Introduction 1.1 Research Background 1.2 State of Art 2 Approach 2.1 Extracting the Slide Scene Switching Point 2.2 Matching Slide Numbers of Video Frames and Lecture Materials 2.3 Creation and Reading a Screen Commentary 2.4 Video Creation and Merging 3 User Study 3.1 Usability Evaluation Design 3.2 Evaluation Result 4 Conclusion References Inclusive Education Going Digital: The Education of “Digital Scouts” 1 Education of So-called “Digital Scouts” 2 Theoretical Framework 3 The Research 3.1 Phase I: The Pupils’ Perspective 3.2 Phase II: The Perspective of the Digital Scouts 4 Conclusion References Design for Assistive Technologies and Rehabilitation A Multidisciplinary Approach for the Designing and Realization of Customized High Performance Prostheses by Continuous Fiber Additive Manufacturing 1 Introduction 2 Definitions of Requisites and Biomechanic Analysis 3 Multiscale Designing: From Composite, to Structure up to the First Concept 4 Materials and Technologies for Additive Manufacturing 5 Development of Optical Fiber Sensors Integrated in Printed Composites/Structures References Mechanical Arm for Soft Exoskeleton Testing 1 Introduction 2 Topological Optimization 3 Numerical Model Validation 4 Results and Validation 5 Conclusions and Future Work References Hybrid Manufacturing of Upper-Limb Prosthesis Sockets with Improved Material Properties 1 Introduction 2 Design Concept 3 Materials and Methods 3.1 Virtual Prototyping of the Socket and Topological Considerations 3.2 Additive Manufacturing 3.3 Modification of the Lamination Resin and Reinforcing Fabrics 3.4 Biocompatibility Studies: Indirect and Direct Tests 3.5 Co-lamination of the Socket 3.6 Preliminary Performance Tests with a Volunteer 4 Results 4.1 Cytotoxicity: Indirect and Direct Tests 4.2 Prosthesis Socket Prototypes 4.3 Preliminary Performance Tests with a Volunteer 5 Discussion and Conclusions References Sensor-Based Task Ergonomics Feedback for a Passive Low-Back Exoskeleton 1 Introduction 2 The Low-Back Exoskeleton 3 Sensor-Based Ergonomics Feedback 4 Usability Evaluation 5 Discussion 5.1 Conclusion References Implementation and Evaluation of a Control System for a Hand Exoskeleton on Mobile Devices 1 Introduction 2 Methodology 3 Results 3.1 Comparison of Icon-Position-Combination Variants 3.2 Comparison of Input-Output-Combination Variants 3.3 Subjective Assessment 4 Discussion 5 Conclusion 6 Future Work References Design and Administration of a Questionnaire for the User-Centered Design of a Novel Upper-Limb Assistive Device for Brachial Plexus Injury and Post-stroke Subjects 1 Introduction 2 Materials and Methods 2.1 Questionnaires 2.2 Statistical Analysis 3 Results 4 Discussions References Multimodal Wearable System for Motor Rehabilitation: Usability and Acceptability 1 Introduction 2 Materials and Methods 3 Results and Discussion References Training with a Mobile FES-cycling System: A Case Study with a Spinal Cord Injured Pilot to Investigate Performances Optimization 1 Introduction 2 The Mobile FES-cycling System 3 The Pilot 4 Experimental Protocol and Outcome Measures 5 Results and Discussion 6 Conclusions and Future Developments References Towards an Ontology-Based Decision Support System to Support Car-Reconfiguration for Novice Wheelchair Users 1 Introduction 2 European and Italian Regulations for Special Driver License 3 Rip@rto Ontology 3.1 Domain Analysis and Knowledge Elicitation 3.2 Conceptualization 3.3 Implementation and Development 4 Discussion and Future Works 5 Conclusion References A Model-Based Framework for the Selection of Mechatronic Components of Wearable Robots: Preliminary Design of an Active Ankle-Foot Prosthesis 1 Introduction 2 Theoretical Framework and Methodology 3 Use Case 4 Summary and Future Perspectives References Pointing Gestures for Human-Robot Interaction in Service Robotics: A Feasibility Study 1 Background 2 Related Work and Paper Contribution 3 Materials and Methods 3.1 Two-Layers HRI System 3.2 Robotic Platform 4 Pilot Implementation 5 Preliminary Findings 6 Conclusions References Assessment of the Usability of an Innovative Assistive Swimsuit 1 Introduction 1.1 A Subsection Sample 2 Materials and Methods 2.1 Test Protocol 3 Results and Discussion 3.1 Children 3.2 Adults 4 Conclusions References Design of a Car Simulator to Assess Driving Capabilities in People with Disability 1 Introduction 2 Aims 3 Simulator Components 3.1 Hardware 3.2 Software 4 Measures 4.1 Cognitive Workload 4.2 Risk Perception and Driving Stress 5 Conclusion and Future Work References Mixed Reality as Assistive Technology: Guidelines Based on an Assessment of Residual Functional Vision in Persons with Low Vision 1 Introduction 2 Related Work 3 Methodology 4 Subjective Visual Perception 5 Everyday Activities 6 Personal Strategies and Adjustments to the World 7 Guidelines and Challenges 8 Conclusion and Outlook References Characterization of the Response of Fiber Bragg Grating Sensors Embedded in 3D Printed Continuous Fiberglass Reinforced Composite for Biomedical Applications 1 Introduction 2 Materials and Methods 3 Results 4 Discussion and Conclusions References Assistive Technologies and Inclusion for Older People Assistive Technologies and Inclusion for Older People 1 Motivation for the Session 2 AAL Ecosystems: An Inclusive Perspective on Assistive Technologies in Later Life 3 Papers in the Session 3.1 Impressions About Older People 3.2 Privacy Considerations and Outcome Assessment 3.3 Additional Papers in the Session References Ageism and Sexism Amongst Young Technicians and Older People in China 1 Introduction 2 Method 3 Results 4 Discussion References Ageism in Design: Accessibility Without User Experience? 1 Introduction 2 Methods 3 Results 3.1 Adaptation Needed? 3.2 Design Aspects 3.3 User Experience - Young vs. Old 3.4 Factors of Accessibility 4 Discussion 5 Conclusion References Addressing Privacy Concerns in Depth Sensors 1 Introduction 2 Privacy in Depth Images 2.1 Recognition Scenarios in Depth Images 2.2 Face Features for Depth FR 2.3 Legal Aspects of Privacy and FR 2.4 Face Recognition in Depth Images 3 The Experiment 4 Conclusion References Assessing the Outcome of Mobility Assistive Technology (OMAT) in Daily Living: Preliminary Results in an Italian Sample 1 Introduction 2 Methods 3 Statistical Analysis 4 Results 5 Conclusions References Author Index