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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 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
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    Chapter 4 Generating Instructions in a 3D Game Environment: Efficiency or Entertainment?
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    Chapter 5 Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives
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    Chapter 6 A Design Approach to Decentralized Interactive Environments
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    Chapter 7 Accessible Gaming through Mainstreaming Kinetic Controller
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    Chapter 8 Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Play
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    Chapter 9 Swinxsbee: A Shared Interactive Play Object to Stimulate Children’s Social Play Behaviour and Physical Exercise
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    Chapter 10 Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application
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    Chapter 11 iTheater Puppets Tangible Interactions for Storytelling
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    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
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    Chapter 16 Immersion in Movement-Based Interaction
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    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 23: Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments
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About this Attention Score

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

Mentioned by

wikipedia
2 Wikipedia pages

Citations

dimensions_citation
2 Dimensions

Readers on

mendeley
85 Mendeley
citeulike
1 CiteULike
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Chapter title
Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments
Chapter number 23
Book title
Intelligent Technologies for Interactive Entertainment
Published in
ADS, June 2009
DOI 10.1007/978-3-642-02315-6_23
Book ISBNs
978-3-64-202314-9, 978-3-64-202315-6
Authors

Boris Reuderink, Anton Nijholt, Mannes Poel, Reuderink, Boris, Nijholt, Anton, Poel, Mannes

Mendeley readers

The data shown below were compiled from readership statistics for 85 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 2 2%
Netherlands 1 1%
Germany 1 1%
Austria 1 1%
Australia 1 1%
Sweden 1 1%
Russia 1 1%
United States 1 1%
Unknown 76 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 23 27%
Student > Master 14 16%
Student > Bachelor 13 15%
Researcher 10 12%
Other 3 4%
Other 11 13%
Unknown 11 13%
Readers by discipline Count As %
Computer Science 43 51%
Engineering 11 13%
Psychology 7 8%
Agricultural and Biological Sciences 5 6%
Medicine and Dentistry 2 2%
Other 6 7%
Unknown 11 13%

Attention Score in Context

This research output has an Altmetric Attention Score of 3. 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 10 December 2016.
All research outputs
#4,012,767
of 13,459,635 outputs
Outputs from ADS
#6,160
of 25,653 outputs
Outputs of similar age
#58,306
of 193,921 outputs
Outputs of similar age from ADS
#40
of 143 outputs
Altmetric has tracked 13,459,635 research outputs across all sources so far. This one is in the 49th percentile – i.e., 49% of other outputs scored the same or lower than it.
So far Altmetric has tracked 25,653 research outputs from this source. They receive a mean Attention Score of 4.2. This one is in the 33rd percentile – i.e., 33% 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 193,921 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 143 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 50% of its contemporaries.