↓ Skip to main content

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 Entertainment Computing, Social Transformation and the Quantum Field
  3. Altmetric Badge
    Chapter 2 Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening
  4. Altmetric Badge
    Chapter 3 Home Exercise in a Social Context: Real-Time Experience Sharing Using Avatars
  5. Altmetric Badge
    Chapter 4 Generating Instructions in a 3D Game Environment: Efficiency or Entertainment?
  6. Altmetric Badge
    Chapter 5 Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives
  7. Altmetric Badge
    Chapter 6 A Design Approach to Decentralized Interactive Environments
  8. Altmetric Badge
    Chapter 7 Accessible Gaming through Mainstreaming Kinetic Controller
  9. Altmetric Badge
    Chapter 8 Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Play
  10. Altmetric Badge
    Chapter 9 Swinxsbee: A Shared Interactive Play Object to Stimulate Children’s Social Play Behaviour and Physical Exercise
  11. Altmetric Badge
    Chapter 10 Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application
  12. Altmetric Badge
    Chapter 11 iTheater Puppets Tangible Interactions for Storytelling
  13. Altmetric Badge
    Chapter 12 Automatic and Interactive Key Posture Design by Combing the PIK with Parametric Posture Splicing
  14. Altmetric Badge
    Chapter 13 Web-Enabled 3D Game Playing for Looped Knight’s Tour
  15. Altmetric Badge
    Chapter 14 Robosonic: Randomness-Based Manipulation of Sounds Assisted by Robots
  16. Altmetric Badge
    Chapter 15 Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games
  17. Altmetric Badge
    Chapter 16 Immersion in Movement-Based Interaction
  18. Altmetric Badge
    Chapter 17 Mood Swings: An Affective Interactive Art System
  19. Altmetric Badge
    Chapter 18 Navigating a Maze with Balance Board and Wiimote
  20. Altmetric Badge
    Chapter 19 Experiences with Interactive Multi-touch Tables
  21. Altmetric Badge
    Chapter 20 The Hyper-trapeze: A Physically Active Audio-Visual Interface for Performance and Play
  22. Altmetric Badge
    Chapter 21 Dead on Arrival: Adapting Games to Finish at a Given Time or Location
  23. Altmetric Badge
    Chapter 22 Design and Implementation of a Mobile Exergaming Platform
  24. Altmetric Badge
    Chapter 23 Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments
  25. Altmetric Badge
    Chapter 24 Stay Tuned! An Automatic RSS Feeds Trans-coder
  26. Altmetric Badge
    Chapter 25 An Experiment in Improvised Interactive Drama
  27. Altmetric Badge
    Chapter 26 Big Fat Wand: A Pointing Device for Open Space Edutainment
  28. Altmetric Badge
    Chapter 27 Enhancing Mediated Interpersonal Communication through Affective Haptics
  29. Altmetric Badge
    Chapter 28 Opinion Elicitation in Second Life
  30. Altmetric Badge
    Chapter 29 Hidden Markov Models Implementation for Tangible Interfaces
  31. Altmetric Badge
    Chapter 30 Erratum to: Intelligent Technologies for Interactive Entertainment
Attention for Chapter 1: Entertainment Computing, Social Transformation and the Quantum Field
Altmetric Badge

Citations

dimensions_citation
2 Dimensions

Readers on

mendeley
5 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Chapter title
Entertainment Computing, Social Transformation and the Quantum Field
Chapter number 1
Book title
Intelligent Technologies for Interactive Entertainment
Published in
ADS, June 2009
DOI 10.1007/978-3-642-02315-6_1
Book ISBNs
978-3-64-202314-9, 978-3-64-202315-6
Authors

Matthias Rauterberg, Rauterberg, Matthias

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 5 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Netherlands 1 20%
Unknown 4 80%

Demographic breakdown

Readers by professional status Count As %
Professor 3 60%
Student > Ph. D. Student 1 20%
Researcher 1 20%
Readers by discipline Count As %
Design 4 80%
Computer Science 1 20%