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Advances in Human Factors in Wearable Technologies and Game Design

Overview of attention for book
Cover of 'Advances in Human Factors in Wearable Technologies and Game Design'

Table of Contents

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    Book Overview
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    Chapter 1 A Wearable Flexible Sensor Network Platform for the Analysis of Different Sport Movements
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    Chapter 2 Emotion Recognition Using Physiological Signals: Laboratory vs. Wearable Sensors
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    Chapter 3 Development of Support Systems for Capturing and Reducing the Hand-Arm-Stress
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    Chapter 4 A Wearable Device Supporting Multiple Touch- and Gesture-Based Languages for the Deaf-Blind
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    Chapter 5 A Step in the Right Direction – Understanding Privacy Concerns and Perceived Sensitivity of Fitness Trackers
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    Chapter 6 Development of Customized Orthotics Based on Lower-Leg Anthropometric Data and Task
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    Chapter 7 An Intelligent Pen to Assess Anxiety Levels Through Pressure Sensors and Fuzzy Logic
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    Chapter 8 Real-Time Eye-Interaction System Developed with Eye Tracking Glasses and Motion Capture
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    Chapter 9 Accuracy and Efficiency Validation of a Helmet Mounted Vibrotactile Feedback System for Aerodynamic Head Position During Cycling
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    Chapter 10 The Pressure Comfort Sensation of Female’s Body Parts Caused by Compression Garment
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    Chapter 11 Universal Design Based Evaluation Framework for Design of Wearables
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    Chapter 12 Moti-Meter: A System for Visualizing Personal Learning Motivation
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    Chapter 13 Wearability and User Experience Through User Engagement: The Case Study of a Wearable Device
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    Chapter 14 A Study of Viewpoint and Feedback in Wearable Systems for Controlling a Robot Arm
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    Chapter 15 Enabling Touch-Based Communication in Wearable Devices for People with Sensory and Multisensory Impairments
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    Chapter 16 Wearable Sensor System for Lumbosacral Load Estimation by Considering the Effect of External Load
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    Chapter 17 Storytelling-Based Hand Gesture Interaction in a Virtual Reality Environment
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    Chapter 18 Pokémon Go – an Empirical User Experience Study
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    Chapter 19 Development of a Game-Based and Haptically Enhanced Application for People with Visual Impairment
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    Chapter 20 Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil
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    Chapter 21 Framework for Creating Audio Games for Intelligent Personal Assistants
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    Chapter 22 The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China
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    Chapter 23 What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study
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    Chapter 24 Voice-Control as a New Trend in Games Applications
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    Chapter 25 Game Design for Students: Teaching as a Whole Context
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    Chapter 26 Evaluating the UX of a VR Game Using a Mixed Methodology
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    Chapter 27 Gaming as a Driver for Social Behaviour Change for Sustainability
Attention for Chapter 22: The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China
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Chapter title
The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China
Chapter number 22
Book title
Advances in Human Factors in Wearable Technologies and Game Design
Published in
Advances in Intelligent Systems and Computing, June 2017
DOI 10.1007/978-3-319-60639-2_22
Book ISBNs
978-3-31-960638-5, 978-3-31-960639-2
Authors

Anran Feng

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

Geographical breakdown

Country Count As %
Unknown 6 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 17%
Lecturer 1 17%
Student > Postgraduate 1 17%
Student > Master 1 17%
Unknown 2 33%
Readers by discipline Count As %
Arts and Humanities 1 17%
Computer Science 1 17%
Engineering 1 17%
Unknown 3 50%
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 19 June 2017.
All research outputs
#17,732,227
of 25,992,468 outputs
Outputs from Advances in Intelligent Systems and Computing
#1
of 1 outputs
Outputs of similar age
#214,953
of 336,000 outputs
Outputs of similar age from Advances in Intelligent Systems and Computing
#1
of 1 outputs
Altmetric has tracked 25,992,468 research outputs across all sources so far. This one is in the 21st percentile – i.e., 21% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1 research outputs from this source. They receive a mean Attention Score of 1.0. This one scored the same or higher as 0 of them.
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We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them