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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

Overview of attention for book
Cover of 'Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Hybrid Document Matching Method for Page Identification of Digilog Books
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    Chapter 2 The Development of the AR-Fitness System in Education
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    Chapter 3 ARMate: An Interactive AR Character Responding to Real Objects
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    Chapter 4 The Application of Augmented Reality to Design Education
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    Chapter 5 Design and Application of the Augmented Reality with Digital Museum and Digital Heritage
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    Chapter 6 Effects of Multi-symbols on Enhancing Virtual Reality Based Collaborative
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    Chapter 7 A Virtual Computational Paper Folding Environment Based on Computer Algebraic System
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    Chapter 8 Physically-Based Virtual Glove Puppet
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    Chapter 9 Potential of Second Life for Psychological Counseling: A Comparative Approach
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    Chapter 10 Constructing a 3D Virtual World for Foreign Language Learning Based on Open Source Freeware
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    Chapter 11 Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Games
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    Chapter 12 Game-Based Mobile Learning System for Campus on Android Platform
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    Chapter 13 Bayesian Network to Manage Learner Model in Context-Aware Adaptive System in Mobile Learning
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    Chapter 14 A Walk-Rally Support System Using Two-Dimensional Codes and Mobilephones
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    Chapter 15 A Service Platform for Logging and Analyzing Mobile User Behaviors
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    Chapter 16 Educational Affordances of Ubiquitous Learning
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    Chapter 17 Development of a Mobile Rhythm Learning System Based on Digital Game-Based Learning Companion
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    Chapter 18 Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example
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    Chapter 19 A Method for Determining Classroom Seating Arrangements by Using Bioinformatics
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    Chapter 20 Explore the Next Generation of Cloud-Based E-Learning Environment
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    Chapter 21 Research on Recognition and Mobile Learning of Birds Base on Network under the Condition of Human-Machine Collaboration
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    Chapter 22 Blue Sky Flying Camp — A Relief Project to Facilitate Pupils’ Understanding Concerning Aeronautics
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    Chapter 23 Peer Feedback in Online Writing System
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    Chapter 24 Designing a Mixed Digital Signage and Multi-touch Interaction for Social Learning
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    Chapter 25 Building a Multi-touch Tabletop for Classrooms
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    Chapter 26 Perceived Fit and Satisfaction on Online Learning Performance: An Empirical Study
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    Chapter 27 The Relationship of Motives and Achievements in Teacher’s Online Training Course
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    Chapter 28 Students Practice Minimally Invasive Surgery through Game-Based Assisted Learning
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    Chapter 29 The Study of Developing Spatial Ability by Applying Game-Based Learning
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    Chapter 30 A Study of Cooperative and Collaborative Online Game-Based Learning Systems
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    Chapter 31 Investigating the Effects of an Adventure Video Game on Foreign Language Learning
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    Chapter 32 Employing Software Maintenance Techniques via a Tower-Defense Serious Computer Game
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    Chapter 33 Playing Webcomic-Based Game on Facebook for Learning Chinese Festivals
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    Chapter 34 Old Dogs Can Learn New Tricks: Exploring Effective Strategies to Facilitate Somatosensory Video Games for Institutionalized Older Veterans
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    Chapter 35 Learning English with Online Game: A Preliminary Analysis of the Status of Learners’ Learning, Playing and Interaction
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    Chapter 36 ACIA—A Course Design Approach to Game Design Theory
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    Chapter 37 An Application of Interactive Game for Facial Expression of the Autisms
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    Chapter 38 A Cloud and Agent Based Architecture Design for an Educational Mobile SNS Game
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    Chapter 39 Facilitating Computational Thinking through Game Design
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    Chapter 40 The Embarrassing Situation of Chinese Educational Game
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    Chapter 41 Using Self-competition to Enhance Students’ Learning
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    Chapter 42 Towards an Open Source Game Engine for Teaching and Research
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    Chapter 43 Game Design Considerations When Using Non-touch Based Natural User Interface
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    Chapter 44 Effects of Type of Learning Approach on Novices’ Motivation, Flow, and Performance in Game-Based Learning
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    Chapter 45 Behavioral Traits of the Online Parent-Child Game Players: A Case Study and Its Inspirations
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    Chapter 46 The Evaluative Criteria of Computer-Based Vocabulary Learning Games
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    Chapter 47 The Importance and Use of Targeted Content Knowledge in Educational Simulation Games
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    Chapter 48 Development of Training System for Finger Dexterity: Use in Rehabilitation for Upper Body Paralysis
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    Chapter 49 Investigating the Impact of Integrating Self-explanation into an Educational Game: A Pilot Study
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    Chapter 50 A Study on Exploring Participant Behavior and Virtual Community in MMORPG
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    Chapter 51 Exploitation in Context-Sensitive Affect Sensing from Improvisational Interaction
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    Chapter 52 Improvising on Music Composition Game
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    Chapter 53 Increased Game Immersion by Using Live Player-Mapped Avatar Evolution
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    Chapter 54 My-Bookstore: A Game-Based Follow-Up Activity to Support Modeled Sustained Silent Reading
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    Chapter 55 Way to Inspire the Museum Audiences to Learn: Development of the Interpretative Interactive Installations for Chinese Cultural Heritage
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    Chapter 56 Learning from Internet of Things for Improving Environmentally Responsible Behavior
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    Chapter 57 Using Intelligent 3D Animated Character as the Interface for Interactive Digital TV System
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    Chapter 58 A Novel Approach of Learning English with Robot for Elementary School Students
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    Chapter 59 Framework for Educational Robotics: A Multiphase Approach to Enhance User Learning in a Competitive Arena
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    Chapter 60 Learning Robots: Teaching Design Students in Integrating Intelligence
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    Chapter 61 Applying ARCS Model for Enhancing and Sustaining Learning Motivation in Using Robot as Teaching Assistant
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    Chapter 62 An Investigation of Using Educational Toys into Science Instruction for 4th Graders
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    Chapter 63 HuayuNavi: A Mobile Chinese Learning Application Based on Intelligent Character Recognition
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    Chapter 64 Webpage-Based and Video Summarization-Based Learning Platform for Online Multimedia Learning
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    Chapter 65 Effects of Learning English Maxim through M-Learning with Different Content Representation
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    Chapter 66 Mobile Terminal-Based Tennis Instruction Support System for Beginners
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    Chapter 67 Developing a Complexity Problem-Based E-Learning Model: A Longitudinal Qualitative Case Study of a Six-Year Course Blog
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    Chapter 68 An Online Summary Writing System Combining with Concept Mapping and Annotation Sharing
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    Chapter 69 Web Programming Education through Developing Online Shop Web Application
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    Chapter 70 e-Adviser: A Web-Based Academic Support System for High School Students
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    Chapter 71 Constructing Directed Semantic Relationships between Concepts for Training Semantic Reasoning
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    Chapter 72 Live Python-Based Visualization Laboratory
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    Chapter 73 Cage-Based Tree Deformation
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    Chapter 74 Stylized Textile Image Pattern Classification Using SIFT Keypoint Histograms
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    Chapter 75 The Attributes and Importance of Online Game with Language Learning for College English-Majored Students
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    Chapter 76 The Influence of the Presentations of Game-Based Learning Teaching Materials on Chinese Idiom Learning
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    Chapter 77 Study on Influence of Adventure Game on English Reading Confidence, Motive and Self-efficacy
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    Chapter 78 The Application of Digital Game-Based Learning to Idioms Education Acceptance
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    Chapter 79 Using Web 2.0 Social Networking to Enhance Collaborative Learning in Preparing Graduation Events
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    Chapter 80 A Pilot Study of Taiwan Elementary School Students Learning Motivation and Strategies in Robotics Learning
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    Chapter 81 A Survey on Storytelling with Robots
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    Chapter 82 Design a Partner Robot with Emotions in the Mixed Reality Learning Environment
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    Chapter 83 The Human-Like Emotions Recognition Using Mutual Information and Semantic Clues
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    Chapter 84 Paradigm Shift in Education with the Use of e-Portfolio: Showcases of e-Portfolio at Work at the Various Levels of Education – Introduction and Showcase I: K-12 e-Portfolio Involving All Stakeholders
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    Chapter 85 Collaboration and Communication Using e-Portfolio among Junior-High/High School Students from Japan, Taiwan, and the United Kingdom
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    Chapter 86 Use of e-Portfolio in Effective Career Advising: Case of Ritsumeikan University
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    Chapter 87 Portfolio Intelligence System at Graduate School Level
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    Chapter 88 Deployment of Interactive Games in Learning Management Systems on Cloud Environments for Diagnostic Assessments
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    Chapter 89 A Pilot Study of Interactive Storytelling for Bullying Prevention Education
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    Chapter 90 Assessment for Online Small Group Discussion Based on Concept Map Scoring
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    Chapter 91 Using Game-Based Learning and Interactive Peer Assessment to Improve Career Goals and Objectives for College Students
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    Chapter 92 Digital Educational Games in Science Learning: A Review of Empirical Research
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    Chapter 93 A Review on the Concepts and Instructional Methods of Mini Digital Physics Games of PHYSICSGAMES.NET
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    Chapter 94 A Flash-Based Game for Employee Doing On-the-Job Training
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    Chapter 95 The Construction of Text-Based and Game-Based Teacher Career Aptitude Tests and Validity Comparisons
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    Chapter 96 Investigating Different Instructional Approaches Adopted in Educational Games
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    Chapter 97 Direct Lighting under Dynamic Local Area Light Sources
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    Chapter 98 A Group-Based Load Balancing Approach for the Multi-service Distributed Virtual Environment
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    Chapter 99 Research of Emotion Promoting Teaching Interaction in Virtual Learning Community -— A Case Study of Virtual Learning Community Based on Blackboard
Overall attention for this book and its chapters
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (70th percentile)
  • Good Attention Score compared to outputs of the same age and source (77th percentile)

Mentioned by

twitter
4 tweeters

Citations

dimensions_citation
5 Dimensions

Readers on

mendeley
59 Mendeley
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Title
Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
Published by
Lecture notes in computer science, January 2011
DOI 10.1007/978-3-642-23456-9
ISBNs
978-3-64-223455-2, 978-3-64-223456-9
Authors

Chang, Maiga, Hwang, Wu-Yuin, Chen, Ming-Puu, Müller, Wolfgang

Editors

Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, Wolfgang Müller

Twitter Demographics

The data shown below were collected from the profiles of 4 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 59 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 2%
Unknown 58 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 10 17%
Student > Master 7 12%
Student > Bachelor 5 8%
Researcher 5 8%
Student > Doctoral Student 4 7%
Other 8 14%
Unknown 20 34%
Readers by discipline Count As %
Computer Science 14 24%
Social Sciences 10 17%
Arts and Humanities 4 7%
Business, Management and Accounting 3 5%
Engineering 3 5%
Other 5 8%
Unknown 20 34%

Attention Score in Context

This research output has an Altmetric Attention Score of 4. 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 29 August 2016.
All research outputs
#7,014,352
of 22,416,700 outputs
Outputs from Lecture notes in computer science
#2,378
of 8,113 outputs
Outputs of similar age
#53,792
of 180,572 outputs
Outputs of similar age from Lecture notes in computer science
#71
of 317 outputs
Altmetric has tracked 22,416,700 research outputs across all sources so far. This one has received more attention than most of these and is in the 68th percentile.
So far Altmetric has tracked 8,113 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 70% 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 180,572 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 70% of its contemporaries.
We're also able to compare this research output to 317 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 77% of its contemporaries.