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Advances in Computer Entertainment

Overview of attention for book
Cover of 'Advances in Computer Entertainment'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Applaud Having Fun: A Mobile Game to Cheer Your Favourite Sports Team
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    Chapter 2 Paranga: An Interactive Flipbook
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    Chapter 3 Augmentation of Toothbrush by Modulating Sounds Resulting from Brushing
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    Chapter 4 Bathcratch: Touch and Sound-Based DJ Controller Implemented on a Bathtub
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    Chapter 5 Airstic Drum: A Drumstick for Integration of Real and Virtual Drums
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    Chapter 6 Enhancing Level Difficulty and Additional Content in Platform Videogames through Graph Analysis
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    Chapter 7 A System for Supporting Performers in Stuffed Suits
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    Chapter 8 Socially Present Board Game Opponents
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    Chapter 9 Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context
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    Chapter 10 Advances in Computer Entertainment
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    Chapter 11 Extensible Sound Description in COLLADA: A Unique File for a Rich Sound Design
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    Chapter 12 An Automatic Race Track Generating System
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    Chapter 13 Light Perfume: Designing a Wearable Lighting and Olfactory Accessory for Empathic Interactions
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    Chapter 14 A Survey of Players’ Opinions on Interface Customization in World of Warcraft
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    Chapter 15 53.090 Virtual Rusks = 510 Real Smiles Using a Fun Exergame Installation for Advertising Traditional Food Products
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    Chapter 16 Designing Playful Interactive Installations for Urban Environments – The SwingScape Experience
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    Chapter 17 Flashback in Interactive Storytelling
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    Chapter 18 SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment
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    Chapter 19 A Caption Presentation System for the Hearing Impaired People Attending Theatrical Performances
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    Chapter 20 Emergent Gait Evolution of Quadruped Artificial Life
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    Chapter 21 Enjoying Text Input with Image-Enabled IME
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    Chapter 22 Train Window of Container: Visual and Auditory Representation of Train Movement
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    Chapter 23 Pinch: An Interface That Relates Applications on Multiple Touch-Screen by ‘Pinching’ Gesture
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    Chapter 24 Exploring Playability of Social Network Games
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    Chapter 25 A Gesture Interface Game for Energy Consumption Awareness
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    Chapter 26 UBI, The Guardian Dragon: Your Virtual Sidekick
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    Chapter 27 Construction of a Prototyping Support System for Painted Musical Instruments
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    Chapter 28 Reflex-Based Navigation by Inducing Self-motion Perception with Head-Mounted Vection Display
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    Chapter 29 POPAPY: Instant Paper Craft Made Up in a Microwave Oven
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    Chapter 30 Games Bridging Cultural Communications
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    Chapter 31 Existential Waters: On Employing a Game Engine for Artistic Expression within a Theater Play, and on the Implications of This towards Existential Games
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    Chapter 32 Reframing Haute Couture Handcraftship: How to Preserve Artisans’ Abilities with Gesture Recognition
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    Chapter 33 PURE FLOW: Gallery Installation / Mobile Application
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    Chapter 34 Juke Cylinder: Sound Image Augmentation to Metamorphose Hands into a Musical Instrument
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    Chapter 35 Puppet Theater System for Normal-Hearing and Hearing-Impaired People
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    Chapter 36 Creative Design: Exploring Value Propositions with Urban Nepalese Children
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    Chapter 37 DriveRS: An In-Car Persuasive System for Making Driving Safe and Fun
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    Chapter 38 When Away Applaud Anyway
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    Chapter 39 Making a Toy Educative Using Electronics
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    Chapter 40 Enhancing Tactile Imagination through Sound and Light
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    Chapter 41 Streaming DirectX-Based Games on Windows
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    Chapter 42 Autonomously Acquiring a Video Game Agent’s Behavior: Letting Players Feel Like Playing with a Human Player
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    Chapter 43 Chop Chop: A Sound Augmented Kitchen Prototype
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    Chapter 44 Time Telescopic Replay of Tactile Sensations
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    Chapter 45 Compact Ultrasound Device for Noncontact Interaction
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    Chapter 46 Pillow Fight 2.0: A Creative Use of Technology for Physical Interaction
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    Chapter 47 Immobile Haptic Interface Using Tendon Electrical Stimulation
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    Chapter 48 STRAVIGATION: A Vibrotactile Mobile Navigation for Exploration-Like Sightseeing
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    Chapter 49 Earth Girl: A Multi-cultural Game about Natural Disaster Prevention and Resilience
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    Chapter 50 PowerFood: Turns Fruit Eating into Fun and Makes Snacks Not Done
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    Chapter 51 City Pulse: Supporting Going-Out Activities with a Context-Aware Urban Display
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    Chapter 52 Physiological Signals Based Fatigue Prediction Model for Motion Sensing Games
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    Chapter 53 JECCO: A Creature-Like Tentacle Robot
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    Chapter 54 Yusabutter: A Messaging Tool That Generates Animated Texts
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    Chapter 55 HomeTree – An Art Inspired Mobile Eco-feedback Visualization
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    Chapter 56 Augmenting Trading Card Game: Playing against Virtual Characters Used in Fictional Stories
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    Chapter 57 Changing Environmental Behaviors through Smartphone-Based Augmented Experiences
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    Chapter 58 flona: Development of an Interface That Implements Lifelike Behaviors to a Plant
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    Chapter 59 HOJI*HOJI: The Hole-Type Interactive Device for Entertainment
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    Chapter 60 t-words: Playing with Sounds and Creating Narratives
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    Chapter 61 Semi-transparent Augmented Reality System
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    Chapter 62 Awareness Support for Remote Music Performance
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    Chapter 63 GENIE: Photo-Based Interface for Many Heterogeneous LED Lamps
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    Chapter 64 Disaster Experience Game in a Real World
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    Chapter 65 Entertainment Displays Which Restore Negative Images of Shopping Center
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    Chapter 66 Where Buddhism Encounters Entertainment Computing
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    Chapter 67 IUstream: Personal Live Streaming Support System with Automatic Collection and Real-Time Recommendation of Topics
Attention for Chapter 36: Creative Design: Exploring Value Propositions with Urban Nepalese Children
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Chapter title
Creative Design: Exploring Value Propositions with Urban Nepalese Children
Chapter number 36
Book title
Advances in Computer Entertainment
Published in
Lecture notes in computer science, February 2016
DOI 10.1007/978-3-642-34292-9_36
Book ISBNs
978-3-64-234291-2, 978-3-64-234292-9
Authors

Alissa N. Antle, Allen Bevans

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 9 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 11%
Unknown 8 89%

Demographic breakdown

Readers by professional status Count As %
Professor 2 22%
Student > Ph. D. Student 2 22%
Student > Bachelor 1 11%
Lecturer 1 11%
Researcher 1 11%
Other 0 0%
Unknown 2 22%
Readers by discipline Count As %
Computer Science 2 22%
Business, Management and Accounting 2 22%
Arts and Humanities 1 11%
Social Sciences 1 11%
Design 1 11%
Other 0 0%
Unknown 2 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 23 January 2014.
All research outputs
#18,361,534
of 22,741,406 outputs
Outputs from Lecture notes in computer science
#6,007
of 8,126 outputs
Outputs of similar age
#287,057
of 396,736 outputs
Outputs of similar age from Lecture notes in computer science
#391
of 509 outputs
Altmetric has tracked 22,741,406 research outputs across all sources so far. This one is in the 11th percentile – i.e., 11% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 14th percentile – i.e., 14% of its peers scored the same or lower than it.
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 396,736 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 15th percentile – i.e., 15% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 509 others from the same source and published within six weeks on either side of this one. This one is in the 13th percentile – i.e., 13% of its contemporaries scored the same or lower than it.