Produktbild: Smart Objects and Technologies for Social Good
Band 195

Smart Objects and Technologies for Social Good Second International Conference, GOODTECHS 2016, Venice, Italy, November 30 – December 1, 2016, Proceedings

49,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

15.07.2017

Herausgeber

Ombretta Gaggi + weitere

Verlag

Springer

Seitenzahl

368

Maße (L/B/H)

23,5/15,5/2,1 cm

Gewicht

581 g

Auflage

1st edition 2017

Sprache

Englisch

ISBN

978-3-319-61948-4

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

15.07.2017

Herausgeber

Verlag

Springer

Seitenzahl

368

Maße (L/B/H)

23,5/15,5/2,1 cm

Gewicht

581 g

Auflage

1st edition 2017

Sprache

Englisch

ISBN

978-3-319-61948-4

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

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  • Produktbild: Smart Objects and Technologies for Social Good
  • Indoor Activity Monitoring for Mutual Reassurance.- IoT-Based Health Monitoring system for Active and Assisted Living.- DrivingStyles: Assessing the Correlation of Driving Behavior with Heart Rate Changes.- Understanding needs, identifying opportunities: ICT in the view of Universal Design.- Microservice Architecture Use Case for Persons with Disabilities.- Performance Comparison of H.265/HEVC, H.264/AVC and VP9 Encoders in Video Dissemination over VANETs.- PIR Probability Model for a Cost/Reliability Tradeoff Unobtrusive Indoor Monitoring System.- Cultural Heritage and Disability: Can ICT Be the ‘Missing Piece’ to Face Cultural Heritage Accessibility Problems?.- Designing an engaging and informative application about first aid: Gamification and humor as design elements in a serious game.- IOM-Internet of Mobility: A Wearable Device for Outdoor Data Collection.- IoT: Science Fiction or real revolution?.- Design and evaluation of an ICT platform for cognitive stimulation of Alzheimer’s disease patients.- Android-Based Liveness Detection for Access Control in Smart Homes.- Smartphones as Multipurpose Intelligent Objects for AAL: Two Case Studies.- An analysis of ego network communities and temporal affinity for online social networks.- Computer Vision for the Blind: a Comparison of Face Detectors in a Relevant Scenario.- A Serious Games system for the analysis and the development of visual skills in Children with CVI.- Voice Controlled Quiz for People with Hearing Impairment.- Data Dissemination in a Wireless Video Surveillance Platform for Elderly Monitoring: Implementation and Experiments.- A Situation Aware Information Infrastructure (SAI2) Framework.- Delay Tolerant Networking for the Socio-Economic Development in Rural South Africa.- Preserving Privacy in a P2P Social Network.- A Heuristic path planning approach for UAVs integrating tracking support through wireless networks.- Object Detection and Spatial Coordinates Extraction using a Monocular Camera for a Wheelchair Mounted Robotic Arm.- Segmentation of Mosaic Images based on Deformable Models using Genetic Algorithms.- On the Retweet Decay of the Evolutionary Retweet Graph.- Maps for Easy Paths (MEP): Enriching Maps with Accessible Paths Using MEP Traces.- A review of Websites and Mobile Applications for People with Autism Spectrum Disorders: Towards Shared Guidelines.- Analysis of Stereoscopic Visualization in a consumeroriented Head Mounted Display.- The use of wearable devices in the workplace- A Systematic Literature Review.- Radio Link Planning made easy with a Telegram Bot.- Enabling Social- and Location-Aware IoT Applications in Smart Cities.- Connected Vehicles for Safety Enhancement: Reliability of Beaconing in Urban Areas.- Early training in programming: from high school to college.- A Smart Wearable Navigation System for Visually Impaired.- Enabling Smart Objects in Cities towards Urban Sustainable Mobility-as-a-Service: A Capability –Driven Modeling approach.- Crowd Sensing of Weather Conditions and Traffic Congestion based on Data Mining in Social Networks.- Physical and Cognitive Training of Children with Down Syndrome Using Video Games.