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Entertainment Computing - ICEC 2012

Overview of attention for book
Cover of 'Entertainment Computing - ICEC 2012'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Social Interaction for Interactive Storytelling
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    Chapter 2 Gaming after Dark
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    Chapter 3 Information-Gathering Events in Story Plots
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    Chapter 4 Design and Evaluation of Parametrizable Multi-genre Game Mechanics
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    Chapter 5 A Virtual Training Tool for Giving Talks
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    Chapter 6 Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century – Notes on Design Concepts and Design Process
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    Chapter 7 Cognitive Processes Involved in Video Game Identification
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    Chapter 8 An Annotation Scheme for Social Interaction in Digital Playgrounds
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    Chapter 9 Philosophy Meets Entertainment: Designing an Interactive Virtual Philosopher
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    Chapter 10 Spotting the Difference: Identifying Player Opponent Preferences in FPS Games
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    Chapter 11 AR Paint: A Fusion System of a Paint Tool and AR
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    Chapter 12 Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece
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    Chapter 13 Follow the Grass: A Smart Material Interactive Pervasive Display
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    Chapter 14 The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool for Multipoint Teleconference Systems
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    Chapter 15 Playing with the Weather
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    Chapter 16 fAARS: A Platform for Location-Aware Trans-reality Games
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    Chapter 17 How to Analyse Therapeutic Games: The Player / Game / Therapy Model
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    Chapter 18 Game-Based Trust
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    Chapter 19 Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
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    Chapter 20 Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games
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    Chapter 21 The Effect of Closely-Coupled Interaction on Player Experience in Casual Games
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    Chapter 22 Leisure Food: Derive Social and Cultural Entertainment through Physical Interaction with Food
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    Chapter 23 A Method for Measuring the Creative Potential of Computer Games
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    Chapter 24 Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
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    Chapter 25 A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects
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    Chapter 26 A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations
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    Chapter 27 Cognitive Agents for Microscopic Traffic Simulations in Virtual Environments
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    Chapter 28 Out of Context Augmented Navfields: Designing Crowd Choreographies
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    Chapter 29 Priority Level Planning in Kriegspiel
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    Chapter 30 Writing Real-Time .Net Games in Casanova
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    Chapter 31 An Analysis of Player Strategies and Performance in Audio Puzzles
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    Chapter 32 Cell Phone Puppets: Turning Mobile Phones into Performing Objects
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    Chapter 33 Brain-Computer Interface Games: Towards a Framework
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    Chapter 34 Semiautomatic and User-Centered Orientation of Digital Artifacts on Multi-touch Tabletops
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    Chapter 35 Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?
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    Chapter 36 Player Control in a Real-Time Mobile Augmented Reality Game
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    Chapter 37 Evolution of GameBots Project
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    Chapter 38 A Framework for Usability Evaluation of Mobile Mixed Reality Games
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    Chapter 39 Therapeutic Presence - Virtual Illusions for Neurorehabilitation
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    Chapter 40 Integrated System for Automatic Platform Game Level Creation with Difficulty and Content Adaptation
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    Chapter 41 Web-Based Graphic Environment to Support Programming in the Beginning Learning Process
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    Chapter 42 Interactive Music Recommendation System for Adapting Personal Affection: IMRAPA
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    Chapter 43 Value-Based Design for Gamifying Daily Activities
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    Chapter 44 Real Story Interaction: The Role of Global Agency in Interactive Storytelling
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    Chapter 45 Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson’s Disease Patients
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    Chapter 46 The Influence of Music on Player Performance in Exergames for Parkinson’s Patients
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    Chapter 47 The Soundtrack Of Your Life
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    Chapter 48 Mobile Gaming with Indirect Sensor Control
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    Chapter 49 Heuristics for Social Games with a Purpose
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    Chapter 50 Serious Questions in Playful Questionnaires
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    Chapter 51 Interactive Installation Design to Enhance Audience Immersion and Informational Behaviour
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    Chapter 52 Emotional Interaction with Surfaces - Works of Design and Computing
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    Chapter 53 The Empathy Machine
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    Chapter 54 Blending Real and Virtual Worlds Using Self-reflection and Fiducials
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    Chapter 55 The Animation Loop Station: Near Real-Time Animation Production
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    Chapter 56 Exploring User Input Metaphors for Jump and Run Games on Mobile Devices
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    Chapter 57 The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training
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    Chapter 58 HTML5 – Chances and Pitfalls
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    Chapter 59 A Framework Concept for Emotion Enriched Interfaces
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    Chapter 60 Expanding the Magic Circle in Pervasive Casual Play
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    Chapter 61 Time Simulator in Virtual Reality for Children with Attention Deficit Hyperactivity Disorder
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    Chapter 62 SGDA2012
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    Chapter 63 GCI 2012 Harnessing Collective Intelligence with Games
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    Chapter 64 2nd Workshop on Game Development and Model-Driven Software Development
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    Chapter 65 PULP Scription: A DSL for Mobile HTML5 Game Applications
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    Chapter 66 MDSD for Games with Eclipse Modeling Technologies
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    Chapter 67 A Feature-Based Environment for Digital Games
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    Chapter 68 Automating the Implementation of Games Based on Model-Driven Authoring Environments
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    Chapter 69 Game Developers Need Lua AiR
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    Chapter 70 Future Trends in Game Authoring Tools
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    Chapter 71 The Effectiveness and Efficiency of Model Driven Game Design
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    Chapter 72 Entertainment Computing - ICEC 2012
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    Chapter 73 “Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
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    Chapter 74 Mobile Application for Noise Pollution Monitoring through Gamification Techniques
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    Chapter 75 AtomicOrchid: A Mixed Reality Game to Investigate Coordination in Disaster Response
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    Chapter 76 A Ubiquitous Solution for Location-Aware Games
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    Chapter 77 Workshop on: Exploring the Challenges of Ethics, Privacy and Trust in Serious Gaming
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    Chapter 78 Pervasive Gaming as a Potential Solution to Traffic Congestion: New Challenges Regarding Ethics, Privacy and Trust
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    Chapter 79 Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion
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    Chapter 80 Cyber Security Games: A New Line of Risk
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    Chapter 81 Open Source Software for Entertainment
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    Chapter 82 Erratum to: Entertainment Computing - ICEC 2012
Attention for Chapter 33: Brain-Computer Interface Games: Towards a Framework
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (73rd percentile)
  • High Attention Score compared to outputs of the same age and source (82nd percentile)

Mentioned by

1 X user
1 Facebook page
1 Wikipedia page


6 Dimensions

Readers on

35 Mendeley
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Chapter title
Brain-Computer Interface Games: Towards a Framework
Chapter number 33
Book title
Entertainment Computing - ICEC 2012
Published in
Lecture notes in computer science, September 2012
DOI 10.1007/978-3-642-33542-6_33
Book ISBNs
978-3-64-233541-9, 978-3-64-233542-6

Mannes Poel, Hayrettin Gürkök, Anton Nijholt


Marc Herrlich, Rainer Malaka, Maic Masuch

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 35 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Mexico 1 3%
Sweden 1 3%
Unknown 33 94%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 8 23%
Researcher 6 17%
Student > Master 6 17%
Student > Bachelor 4 11%
Professor 4 11%
Other 5 14%
Unknown 2 6%
Readers by discipline Count As %
Computer Science 17 49%
Psychology 5 14%
Engineering 4 11%
Neuroscience 2 6%
Medicine and Dentistry 2 6%
Other 3 9%
Unknown 2 6%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 March 2018.
All research outputs
of 22,696,971 outputs
Outputs from Lecture notes in computer science
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Outputs of similar age
of 171,742 outputs
Outputs of similar age from Lecture notes in computer science
of 73 outputs
Altmetric has tracked 22,696,971 research outputs across all sources so far. This one has received more attention than most of these and is in the 72nd percentile.
So far Altmetric has tracked 8,125 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 74% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 171,742 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 73% of its contemporaries.
We're also able to compare this research output to 73 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 82% of its contemporaries.