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Interactivity, Game Creation, Design, Learning, and Innovation

Overview of attention for book
Cover of 'Interactivity, Game Creation, Design, Learning, and Innovation'

Table of Contents

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    Book Overview
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    Chapter 1 Between Artistic Creativity and Documentation: An Experiment on Interaction with an Installation for Music-Making
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    Chapter 2 Interactive Artist – Affective Painting in Multimedia Sensor Space
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    Chapter 3 Ideal Spaces Exhibition
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    Chapter 4 Walking on 2 Legs: 3D-Structured Method Alignment in Project Management
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    Chapter 5 Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study
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    Chapter 6 Improving User Experience for Lost Heritage Sites with a User-Centered Indirect Augmented Reality Application
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    Chapter 7 Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces
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    Chapter 8 Authoring a Serious Pervasive Game for Reflecting upon Urban Spaces
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    Chapter 9 Deep Convolutional Generative Adversarial Network for Procedural 3D Landscape Generation Based on DEM
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    Chapter 10 Real Time Evaluation of Education Methods via Smart Mobile Technology
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    Chapter 11 In-Store Shopping Experience Enhancement: Designing a Physical Object-Recognition Interactive Renderer
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    Chapter 12 Interact with Show-Window at Stores: Exploratory Study and Design Solution for Physical Retailers’ Product Demonstration
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    Chapter 13 The Impact of Virtual Reality Training on Patient-Therapist Interaction
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    Chapter 14 The Influence of Biofeedback on Exercise Correctness and Muscle Activity
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    Chapter 15 BubbleFeed: Visualizing RSS Information in Public Spaces
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    Chapter 16 Expressive Human Pose Deformation Based on the Rules of Attractive Poses
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    Chapter 17 Reconsidering Registration: New Perspectives on Augmented Reality
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    Chapter 18 The Engagement Effect of Players’ Agency over their Characters’ Motivation
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    Chapter 19 Self-overlapping Maze and Map Design for Asymmetric Collaboration in Room-Scale Virtual Reality for Public Spaces
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    Chapter 20 The Post-virtual Reality: From the Interactive Experience to the Connective Experience
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    Chapter 21 Sensory Augmentation: Toward a Dialogue Between the Arts and Sciences
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    Chapter 22 User Interfaces and 3D Environment Scanning for Game-Based Training in Mixed-Reality Spaces
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    Chapter 23 Design of a Game Community Based Support System for Cognitive Game Accessibility
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    Chapter 24 Designing Inclusive Reflective Learning with Digital Democratic Dialogue Across Boundaries and Diversities
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    Chapter 25 Promoting Inclusion and Global Democratic Citizenship Through Digital Dialogic Collaborative Learning: Diversity Matters!
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    Chapter 26 GLOBE – Learn and Innovate Digitization by a Virtual Collaboration Exercise and Living Lab
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    Chapter 27 Analysis of Motivation in Virtual Reality Stroke Rehabilitation
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    Chapter 28 A Review on Individual Assessment of Strength Training Using Smartphone Applications
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    Chapter 29 Playing a City
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    Chapter 30 Designing User Centred Intelligent Classroom Lighting
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    Chapter 31 On the Design of Digital Game-Based Learning Environments for Education of the General Public on Focused Scientific Topics with an Application to Underwater Acoustics
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    Chapter 32 i-Prolog: A Web-Based Intelligent Tutoring System for Learning Prolog
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    Chapter 33 Training the Mind: The GARDINER Platform
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    Chapter 34 Facilitating Learning in Isolated Places Through an Autonomous LMS
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    Chapter 35 Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
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    Chapter 36 Access Moodle Using Smart Mobile Phones. A Case Study in a Greek University
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    Chapter 37 Detecting Depression Using Voice Signal Extracted by Chatbots: A Feasibility Study
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    Chapter 38 Implementing an Adaptive Learning System with the Use of Experience API
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    Chapter 39 Note Recognizer: Web Application that Assists Music Learning by Detecting and Processing Musical Characteristics from Audio Files or Microphone in Real-Time
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    Chapter 40 Blocks as Symbolic Tools for Children’s Playful Collaboration
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    Chapter 41 Change of Learning Environment Using Game Production – Theory, Methods and Practice
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    Chapter 42 Mapping Situations in Implementing Learning Platforms
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    Chapter 43 BioSpil: Bringing Interactivity and Gaming into a Cinema-Context
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    Chapter 44 Computer Coding at School and Game Creation
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    Chapter 45 Creativity in Co-design for Physical Education: Comparing Contributions of Children and Professionals
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    Chapter 46 The Impact of Dynamic Lighting in Classrooms. A Review on Methods
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    Chapter 47 Design Fiction as Norm-Critical Practice
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    Chapter 48 New Forms of Creative Artistic Expression Through Technology: An Alternative Perspective to Education
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    Chapter 49 Learning History Through Location-Based Games: The Fortification Gates of the Venetian Walls of the City of Heraklion
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    Chapter 50 A Collaborative Video Sketching Model in the Making
Overall attention for this book and its chapters
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Mentioned by

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93 Mendeley
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Title
Interactivity, Game Creation, Design, Learning, and Innovation
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-76908-0
ISBNs
978-3-31-976908-0, 978-3-31-976907-3
Editors

Anthony L. Brooks, Eva Brooks, Nikolas Vidakis

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 93 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 93 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 23 25%
Student > Ph. D. Student 14 15%
Researcher 11 12%
Student > Bachelor 10 11%
Lecturer 4 4%
Other 9 10%
Unknown 22 24%
Readers by discipline Count As %
Computer Science 19 20%
Design 17 18%
Engineering 8 9%
Arts and Humanities 6 6%
Social Sciences 4 4%
Other 13 14%
Unknown 26 28%