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Entertainment Computing - ICEC 2006

Overview of attention for book
Cover of 'Entertainment Computing - ICEC 2006'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Towards Bi-directional Dancing Interaction
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    Chapter 2 An Emotional Path Finding Mechanism for Augmented Reality Applications
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    Chapter 3 Interacting with a Virtual Conductor
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    Chapter 4 Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets
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    Chapter 5 Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation
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    Chapter 6 Passive Interactivity, an Answer to Interactive Emotion
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    Chapter 7 Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives
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    Chapter 8 Experimental Approach for Human Perception Based Image Quality Assessment
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    Chapter 9 Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium
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    Chapter 10 Real-Time Monitoring System for TV Commercials Using Video Features
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    Chapter 11 Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment
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    Chapter 12 Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents
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    Chapter 13 Kansei Mediated Entertainment
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    Chapter 14 Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games
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    Chapter 15 Layered Multiple Displays for Immersive and Interactive Digital Contents
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    Chapter 16 Design and Implementation of a Fast Integral Image Rendering Method
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    Chapter 17 A Neural Classifier for Anomaly Detection in Magnetic Motion Capture
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    Chapter 18 Multichannel Distribution for Universal Multimedia Access in Home Media Gateways
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    Chapter 19 Language-Driven Development of Videogames: The <e-Game> Experience
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    Chapter 20 Architecture of an Authoring System to Support the Creation of Interactive Contents
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    Chapter 21 Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour
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    Chapter 22 Programmable Vertex Processing Unit for Mobile Game Development
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    Chapter 23 Vision-Based Real-Time Camera Matchmoving with a Known Marker
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    Chapter 24 OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera
  26. Altmetric Badge
    Chapter 25 The Smart Dice Cup: A Radio Controlled Sentient Interaction Device
  27. Altmetric Badge
    Chapter 26 Learning About Cultural Heritage by Playing Geogames
  28. Altmetric Badge
    Chapter 27 Dynamic Binding Is the Name of the Game
  29. Altmetric Badge
    Chapter 28 Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education
  30. Altmetric Badge
    Chapter 29 A Dynamic Load Balancing for Massive Multiplayer Online Game Server
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    Chapter 30 My Photos Are My Bullets – Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game
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    Chapter 31 Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS)
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    Chapter 32 On-Line Motion Style Transfer
  34. Altmetric Badge
    Chapter 33 Dynamic Skinning for Popping Dance
  35. Altmetric Badge
    Chapter 34 Discovery of Online Game User Relationship Based on Co-occurrence of Words
  36. Altmetric Badge
    Chapter 35 Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users)
  37. Altmetric Badge
    Chapter 36 Designing a Story Database for Use in Automatic Story Generation
  38. Altmetric Badge
    Chapter 37 An Efficient Algorithm for Rendering Large Bodies of Water
  39. Altmetric Badge
    Chapter 38 Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats
  40. Altmetric Badge
    Chapter 39 Reinforcement Learning of Intelligent Characters in Fighting Action Games
  41. Altmetric Badge
    Chapter 40 Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground
  42. Altmetric Badge
    Chapter 41 Design Implications of Social Interaction in Online Games
  43. Altmetric Badge
    Chapter 42 TEMPEST: A Text Input System for Musical Performers
  44. Altmetric Badge
    Chapter 43 Design Strategies for Enhancing Experience-Based Activities
  45. Altmetric Badge
    Chapter 44 Imitating the Behavior of Human Players in Action Games
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    Chapter 45 Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses Location Information
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    Chapter 46 Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media
  48. Altmetric Badge
    Chapter 47 Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites
  49. Altmetric Badge
    Chapter 48 Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment
  50. Altmetric Badge
    Chapter 49 Studying User Experience with Digital Audio Players
  51. Altmetric Badge
    Chapter 50 The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces
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    Chapter 51 Clustering of Online Game Users Based on Their Trails Using Self-organizing Map
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    Chapter 52 Communication Supports for Building World Wide Internet Game Communities
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    Chapter 53 Hardcore Gamers and Casual Gamers Playing Online Together
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    Chapter 54 High-Precision Hand Interface
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    Chapter 55 Real-Time Animation of Large Crowds
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    Chapter 56 Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications
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    Chapter 57 PHI: Physics Application Programming Interface
  59. Altmetric Badge
    Chapter 58 A Vision-Based Non-contact Interactive Advertisement with a Display Wall
  60. Altmetric Badge
    Chapter 59 "SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts
  61. Altmetric Badge
    Chapter 60 Shadow Texture Atlas
  62. Altmetric Badge
    Chapter 61 A Chording Glove for Games: Development of a Wearable Game Device
  63. Altmetric Badge
    Chapter 62 VIRSTORY: A Collaborative Virtual Storytelling
Attention for Chapter 60: Shadow Texture Atlas
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (66th percentile)
  • High Attention Score compared to outputs of the same age and source (83rd percentile)

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Chapter title
Shadow Texture Atlas
Chapter number 60
Book title
Entertainment Computing - ICEC 2006
Published in
Lecture notes in computer science, September 2006
DOI 10.1007/11872320_60
Book ISBNs
978-3-54-045259-1, 978-3-54-045261-4
Authors

Kyoung-su Oh, Tae-gyu Ryu

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 X users 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 1 Mendeley reader of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 1 100%
Readers by discipline Count As %
Computer Science 1 100%
Attention Score in Context

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 15 June 2014.
All research outputs
#6,838,189
of 22,757,090 outputs
Outputs from Lecture notes in computer science
#2,239
of 8,126 outputs
Outputs of similar age
#22,326
of 67,544 outputs
Outputs of similar age from Lecture notes in computer science
#5
of 31 outputs
Altmetric has tracked 22,757,090 research outputs across all sources so far. This one has received more attention than most of these and is in the 69th percentile.
So far Altmetric has tracked 8,126 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 72% 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 67,544 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 66% of its contemporaries.
We're also able to compare this research output to 31 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 83% of its contemporaries.