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  1. 1
    Published 2019
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  2. 2
    Published 2002
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  6. 6
    Published 2020
    Table of Contents: ...Using Augmented Reality Technology with Serial Learning Framework to Develop a Serial Social Story Situation Board Game System for Children with Autism to Improve Social Situation Understanding and Social Reciprocity Skills -- Using Augmented Reality and Concept Mapping to Improve Ability to Master Social Relationships and Social Reciprocity for Children with Autism Spectrum Disorder -- Applying the Game mode and Teaching strategies of Computational Thinking to the Improvement of Social skills Training for Children with Autism Spectrum Disorders -- Process for a Technology Design Model Promoting Active Participation of End Users with Neurodevelopmental Disorders: Achievements and Pitfalls -- The STORM Project: Using Video Game to Promote Completion of Morning Routine for Children With Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder -- A Case Study about Usability, User Experience and Accessibility Problems of Deaf Users with Assistive Technologies -- ArSign: Toward a Mobile Based Arabic Sign Language Translator Using LMC -- Digital Accessibility in the Education of the Deaf in Greece -- Participatory Design Workshops for Adapting a Form for Deaf Respondents -- A Methodology for Assessing Translation Quality Generated by Sign Language Machine Translators: A Case Study with Vlibras -- Interest and Requirements for Sound-Awareness Technologies among Deaf and Hard-of-Hearing Users of Assistive Listening Devices -- Providing a Tangible and Visual Feedback of Affective States Self-Expressions -- Accessible Computer Science for K-12 Students with Hearing Impairments -- Competencies for Educators in delivering Digital Accessibility in Higher Education -- My A+ Math: Teaching Math to Students with Vision Impairment -- Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and The Walking Dead -- METUIGA "Methodology for the Design of Systems based on Tangible User Interfaces and Gamification Techniques" - Case Study: Teaching Geometry in Children with Visual Problems -- Makerspaces for Inclusive Education -- Situated Ability: A Case from Higher Education on Digital Learning Environments -- Digital Skills for People with Disabilities in a Learning and Demonstration Experience Laboratory - The project "Emscher-Lippe hoch 4" -- Digitally-Supported Inclusive Vocational Education - Conceptual Considerations for the Hotel and Restaurant Industry -- Design of a Tangible Programming Tool for Students with Visual Impairments and Low Vision -- Accessible Learning Management Systems in Higher Education -- Open Government Data through the Lens of Universal Design -- Cultural Inclusion and Access to Technology: Bottom-up Perspectives on Copyright Law and Policy in Norway -- The Information Repertoire of People with Disabilities -- Startups -- I Can't Do It, They Say! ...
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  7. 7
    Published 2001
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    Published 2015
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  9. 9
    Published 1998
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  11. 11
    Published 2013
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    Published 2006
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  14. 14
    Published 2003
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  15. 15
    Published 1994
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  16. 16
    Published 2000
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  17. 17
    Published 2005
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  18. 18
    Published 2018
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  19. 19
    Published 2002
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  20. 20
    Published 2001
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