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Intelligent Technologies for Interactive Entertainment

Overview of attention for book
Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Designing Collaborative Games for Children Education on Sustainable Development
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    Chapter 2 Towards Serious Gaming for Communication Training - A Pilot Study with Police Academy Students
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    Chapter 3 A Serious Game for Learning Social Networking Literacy by Flaming Experiences
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    Chapter 4 Game@School. Teaching Through Gaming and Mobile-Based Tutoring Systems
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    Chapter 5 Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle
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    Chapter 6 Monitoring Interactions
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    Chapter 7 Hold Me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation
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    Chapter 8 Analyzing Fear Using a Single-Sensor EEG Device
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    Chapter 9 Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence
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    Chapter 10 Interactive Advertisements in an IoT Era
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    Chapter 11 Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence
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    Chapter 12 Distributed Embodied Team Play, a Distributed Interactive Pong Playground
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    Chapter 13 A Throw Training System Utilizing Visual and Sound Effects
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    Chapter 14 Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games
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    Chapter 15 Deep Learning for Classifying Battlefield 4 Players
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    Chapter 16 Do Warriors, Villagers and Scientists Decide Differently? The Impact of Role on Message Framing
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    Chapter 17 The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations
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    Chapter 18 Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games
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    Chapter 19 The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display
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    Chapter 20 WWoW: World Without Walls Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration
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    Chapter 21 My Drama: Story-Based Game for Understanding Emotions in Context
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    Chapter 22 Building Game Scripting DSL’s with the Metacasanova Metacompiler
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    Chapter 23 Interaction Design Tools for Autism
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    Chapter 24 Poème Numérique: Technology-Mediated Audience Participation (TMAP) Using Smartphones and High-Frequency Sound IDs
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    Chapter 25 From Playable to Playful: The Humorous City
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    Chapter 26 Play in the Algorithmic City
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    Chapter 27 Visual Abstraction for Games on Large Public Displays
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    Chapter 28 project SENSE – Multimodal Simulation with Full-Body Real-Time Verbal and Nonverbal Interactions
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    Chapter 29 A Conversational Agent that Reacts to Vocal Signals
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    Chapter 30 Supporting Group Reflection in a Virtual Role-Playing Environment
Attention for Chapter 21: My Drama: Story-Based Game for Understanding Emotions in Context
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Chapter title
My Drama: Story-Based Game for Understanding Emotions in Context
Chapter number 21
Book title
Intelligent Technologies for Interactive Entertainment
Published by
Springer, Cham, June 2016
DOI 10.1007/978-3-319-49616-0_21
Book ISBNs
978-3-31-949615-3, 978-3-31-949616-0
Authors

Xiaoyu Shen, Emilia I. Barakova

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

Geographical breakdown

Country Count As %
Unknown 31 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 19%
Researcher 3 10%
Student > Bachelor 3 10%
Student > Ph. D. Student 3 10%
Student > Postgraduate 2 6%
Other 5 16%
Unknown 9 29%
Readers by discipline Count As %
Psychology 7 23%
Computer Science 6 19%
Nursing and Health Professions 2 6%
Pharmacology, Toxicology and Pharmaceutical Science 1 3%
Unspecified 1 3%
Other 4 13%
Unknown 10 32%