You are previewing Enhancing the Human Experience through Assistive Technologies and E-Accessibility.
O'Reilly logo
Enhancing the Human Experience through Assistive Technologies and E-Accessibility

Book Description

Information Communication Technologies (ICT) have become an increasingly prevalent part of everyday life. Today, there are many cases in which ICT assist the elderly and people with disabilities to complete tasks once thought impossible. Enhancing the Human Experience through Assistive Technologies and E-Accessibility discusses trends in ICT in relation to assistive technologies and their impact on everyday tasks for those with disabilities. This reference work provides different perspectives on upcoming technologies and their impact on e-accessibility and e-inclusion, essential topics for researchers, businesses, and ICT product developers in the field of assistive technologies.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Foreword
    1. OBSERVATION #1
    2. OBSERVATION #2
    3. OBSERVATION #3
    4. OBSERVATION #4
    5. REFERENCES
  6. Preface
    1. OVERVIEW
    2. FIRST SECTION: TECHNOLOGICAL GAME-CHANGERS
    3. SECOND SECTION: ASSISTED AND INDEPENDENT LIVING APPLICATIONS
    4. THIRD SECTION: COMMON ISSUES
  7. Acknowledgment
  8. Section 1: Technological Game-Changers
    1. Chapter 1: Sensors, Networks, and Clouds
      1. ABSTRACT
      2. SENSORS
      3. NETWORKS
      4. SMART ENVIRONMENTS: FROM THE WEB TO THE CLOUDS
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Keyboards, Screens, and Mice
      1. ABSTRACT
      2. INTRODUCTION
      3. KEYBOARDS AND POINTING DEVICES
      4. SCREENS AND TOUCHSCREENS
      5. FLEXIBLE SCREENS
      6. GESTURE RECOGNITION
      7. BODY POSTURE RECOGNITION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    3. Chapter 3: Robotic Exoskeletons and Social, Companion, and Service Robots
      1. ABSTRACT
      2. SOCIAL, COMPANION AND SERVICE ROBOTS
      3. SECURITY
      4. ROBOTIC EXOSKELETONS
      5. THE FASHION FACTOR
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    4. Chapter 4: BCI, BNCI, and BMI
      1. ABSTRACT
      2. INTRODUCTION
      3. BCI APPLICATIONS AND CHALLENGES
      4. NON INVASIVE BCI: SUCCESS STORIES AND LESSONS FOR THE FUTURE
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
      7. ENDNOTES
    5. Chapter 5: Advanced Prosthetics, Neuroprosthetics, and Artificial Limbs
      1. ABSTRACT
      2. PROGRESS IN NEUROPROSTHETICS
      3. THE FUTURE OF PROSTHETICS
      4. REFERENCES
      5. KEY TERMS AND DEFINITIONS
  9. Section 2: Assisted and Independent Living Applications
    1. Chapter 6: Health and Human Services
      1. ABSTRACT
      2. INTRODUCTION
      3. ISSUES WITH COGNITIVE, BEHAVIORAL, AND OTHER DISORDERS
      4. LIFE LOGGING, LIFE STREAMING, AND QS
      5. HUMAN FACTORS
      6. THE NEED FOR AFFORDABILITY
      7. E-HEALTH SERVICES BEYOND WWW
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    2. Chapter 7: Transport and Mobility
      1. ABSTRACT
      2. MOBILE TELEPRESENCE ROBOTS
      3. SMART WHEELCHAIRS AND THEIR ISSUES
      4. THE FUTURE OF GUIDE-DOGS AND OTHER PETS
      5. THE US MILITARY UNMANNED SYSTEMS ROADMAP
      6. PUBLIC TRANSPORTATION INFRASTRUCTURE
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    3. Chapter 8: Training, Teaching, and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. PRE-SCHOOL EDUCATION
      4. PRIMARY AND SECONDARY SCHOOL EDUCATION
      5. THIRD LEVEL EDUCATION
      6. LIFELONG LEARNING FOR LIVING AND WORKING
      7. TEACHING AND LEARNING INNOVATION ISSUES
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 9: Employment, Employability, and Entrepreneurship
      1. ABSTRACT
      2. INTRODUCTION
      3. EMPLOYABILITY
      4. EMPLOYMENT
      5. LEGISLATION AND POLICIES FOR EMPLOYMENT
      6. ENTREPRENEURSHIP
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    5. Chapter 10: Consumer and Lifestyle
      1. ABSTRACT
      2. THE SHOPPING EXPERIENCE
      3. CONSUMING SERVICES
      4. ATMS AND VENDING MACHINES
      5. LIFE STYLE TRENDS
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    6. Chapter 11: Media and Entertainment
      1. ABSTRACT
      2. WEB ACCESSIBILITY ISSUES
      3. WHEN PROBLEMS TURN INTO SOLUTIONS
      4. PUBLISHING FOR ALL
      5. TV ISSUES
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    7. Chapter 12: Democracy, Citizenship, and Activism
      1. ABSTRACT
      2. CITIZENSHIP IN THE AGE OF SOCIAL MEDIA
      3. SOCIAL MEDIA FOR SOCIAL JUSTICE
      4. THE PROBLEM OF COMPLIANCE
      5. THE POLITICS OF DISABILITY
      6. DESIGN ISSUES
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  10. Section 3: Common Issues
    1. Chapter 13: Human Performance
      1. ABSTRACT
      2. INTRODUCTION
      3. HULC, E-LEGS, REWALK, AND HAL HUMAN EXOSKELETONS
      4. THE ROLE OF SPORTS AS A MOTIVATOR
      5. THE ROLE OF AESTHETICS AND DESIGN
      6. FASHION AND THE PROSTHETIC ENVY PHENOMENON
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    2. Chapter 14: Systems and Complexity
      1. ABSTRACT
      2. COMPLETE SOLUTIONS FOR HUMAN SYSTEMS AND REDUNDANCY
      3. LIFE-LONG SOLUTION SYSTEMS
      4. E-ACCESS TECHNOLOGIES FOR NON-DISABLED PEOPLE
      5. EVOLUTIONARY APPROACHES TO THE DEVELOPMENT OF E-ACCESS MARKETS
      6. ACCELERATING THE EMERGENCE OF NEW INDUSTRIAL ECOSYSTEMS
      7. TOOLS FOR MANAGING CHANGE IN COMPLEX SYSTEMS
      8. THE ROLE OF OPEN STANDARDS IN SOFTWARE
      9. OPEN STANDARDS IN HARDWARE: THE CERN OHL
      10. TRANSFORMING PIONEERING PRODUCTS INTO PLATFORMS
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    3. Chapter 15: Innovation
      1. ABSTRACT
      2. INNOVATIONS IN THE ORGANIZATION OF RESEARCH AND INNOVATION
      3. OPEN INNOVATION, LEAD USERS, AND LIVING LABS
      4. THE R+DIY: RESEARCH AND ‘DO IT YOURSELF’ MODEL
      5. OTHER ORGANIZATIONAL PARADIGMS
      6. TECHNOLOGY INNOVATION PLATFORMS AND THE ‘APP’ MODEL
      7. INNOVATION PRIZES, COMPETITIONS, AND TOURNAMENTS
      8. MARKET INNOVATION PLATFORMS
      9. BUSINESS MODEL INNOVATION
      10. THE ROLE OF DESIGN IN INNOVATION
      11. EMERGING MARKET MODELS OF INNOVATION
      12. TRENDS IN ENTREPRENEURSHIP AND INNOVATION FINANCING
      13. REFERENCES
      14. KEY TERMS AND DEFINITIONS
  11. Compilation of References
  12. About the Author