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Transactions on Edutainment IX

Overview of attention for book
Cover of 'Transactions on Edutainment IX'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 The Periodic Table of Elements via an XNA-Powered Serious Game
  3. Altmetric Badge
    Chapter 2 Digital Storytelling within Virtual Environments: “The Battle of Thermopylae”
  4. Altmetric Badge
    Chapter 3 Games on Prescription! Evaluation of the Elinor Console for Home-Based Stroke Rehabilitation
  5. Altmetric Badge
    Chapter 4 An Analysis of the Potential to Utilize Virtual Worlds to Enhance Edutainment and Improve the Wellbeing of the Ageing Population
  6. Altmetric Badge
    Chapter 5 Course Lectures as Problem-Based Learning Interventions in Virtual Worlds
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    Chapter 6 Virtual Customers in a Multiagent Training Application
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    Chapter 7 Game Based Early Programming Education: The More You Play, the More You Learn
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    Chapter 8 Story Guided Virtual Environments in Educational Applications
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    Chapter 9 Rendering Technology of 3D Digital Chinese Ink-Wash Landscape Paintings Based on Maya
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    Chapter 10 Effects of RPG on Middle School Players’ Intrapersonal Intelligence
  12. Altmetric Badge
    Chapter 11 Implementation of Lushan Virtual Digital Plant Museum
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    Chapter 12 Pedestrian Detection Based on Kernel Discriminative Sparse Representation
  14. Altmetric Badge
    Chapter 13 The Design and Implementation of Computer-Aided Chinese Medicated Diet System
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    Chapter 14 Music-Driven Emotion Model Applied in Digitalized Dance Performance of Sacrificial Ceremony for Confucius
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    Chapter 15 Real-Time Rendering Framework in the Virtual Home Design System
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    Chapter 16 Multiple-Cue-Based Visual Object Contour Tracking with Incremental Learning
  18. Altmetric Badge
    Chapter 17 Building Virtual Entertainment Environment with Tiled Display Wall and Motion Tracking
  19. Altmetric Badge
    Chapter 18 A Calibration Method for Removing the Effect of Infrared Camera Self-radiance on the Accuracy of Temperature Measurement
  20. Altmetric Badge
    Chapter 19 Enjoying of Traditional Chinese Shadow Play – A Cross-Culture Study
  21. Altmetric Badge
    Chapter 20 A Patch-Based Data Reorganization Method for Coupling Large-Scale Simulations and Parallel Visualization
  22. Altmetric Badge
    Chapter 21 The Boom and Bust and Boom of Educational Games
Attention for Chapter 4: An Analysis of the Potential to Utilize Virtual Worlds to Enhance Edutainment and Improve the Wellbeing of the Ageing Population
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  • Average Attention Score compared to outputs of the same age and source

Mentioned by

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2 X users

Citations

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2 Dimensions

Readers on

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13 Mendeley
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Chapter title
An Analysis of the Potential to Utilize Virtual Worlds to Enhance Edutainment and Improve the Wellbeing of the Ageing Population
Chapter number 4
Book title
Transactions on Edutainment IX
Published in
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-642-37042-7_4
Book ISBNs
978-3-64-237041-0, 978-3-64-237042-7
Authors

Ann Smith, Matthew Chilcott

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 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 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Mexico 1 8%
Germany 1 8%
Unknown 11 85%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 2 15%
Professor 2 15%
Professor > Associate Professor 2 15%
Student > Ph. D. Student 2 15%
Other 1 8%
Other 2 15%
Unknown 2 15%
Readers by discipline Count As %
Computer Science 4 31%
Engineering 4 31%
Business, Management and Accounting 1 8%
Social Sciences 1 8%
Biochemistry, Genetics and Molecular Biology 1 8%
Other 0 0%
Unknown 2 15%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. 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 11 September 2013.
All research outputs
#13,391,391
of 22,721,584 outputs
Outputs from Lecture notes in computer science
#3,990
of 8,125 outputs
Outputs of similar age
#190,851
of 396,423 outputs
Outputs of similar age from Lecture notes in computer science
#298
of 513 outputs
Altmetric has tracked 22,721,584 research outputs across all sources so far. This one is in the 39th percentile – i.e., 39% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,125 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 49th percentile – i.e., 49% 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 396,423 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 50% of its contemporaries.
We're also able to compare this research output to 513 others from the same source and published within six weeks on either side of this one. This one is in the 39th percentile – i.e., 39% of its contemporaries scored the same or lower than it.