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Entertainment Computing – ICEC 2009

Overview of attention for book
Entertainment Computing – ICEC 2009
Springer Berlin Heidelberg

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Player Performance, Satisfaction, and Video Game Enjoyment
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    Chapter 2 Analysis of Area Revisitation Patterns in World of Warcarft
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    Chapter 3 Scaling the Level of Difficulty in Single Player Video Games
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    Chapter 4 Dance Motion Control of a Humanoid Robot Based on Real-Time Tempo Tracking from Musical Audio Signals
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    Chapter 5 Marker-Less Tracking for Multi-layer Authoring in AR Books
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    Chapter 6 Personal Space Modeling for Human-Computer Interaction
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    Chapter 7 Technology-Enhanced Role-Play for Intercultural Learning Contexts
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    Chapter 8 MusicCommentator: Generating Comments Synchronized with Musical Audio Signals by a Joint Probabilistic Model of Acoustic and Textual Features
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    Chapter 9 MiniDiver: A Novel Mobile Media Playback Interface for Rich Video Content on an iPhone TM
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    Chapter 10 Entertainment Computing – ICEC 2009
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    Chapter 11 Player Experience Evaluation: An Approach Based on the Personal Construct Theory
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    Chapter 12 A Plot-Manipulation Algebra to Support Digital Storytelling
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    Chapter 13 Distributed Episode Control System for Interactive Narrative Entertainment
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    Chapter 14 Virtual Noctiluca: Interaction between Light and Water Using Real-Time Fluid Simulation and 3D Motion Measurement
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    Chapter 15 Sound and Movement Visualization in the AR-Jazz Scenario
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    Chapter 16 Entertainment Computing – ICEC 2009
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    Chapter 17 BayesianBand: Jam Session System Based on Mutual Prediction by User and System
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    Chapter 18 v.morish’09: A Morphing-Based Singing Design Interface for Vocal Melodies
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    Chapter 19 New Hitch Haiku: An Interactive Renku Poem Composition Supporting Tool Applied for Sightseeing Navigation System
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    Chapter 20 Using Persuasive Technologies for Energy Consumption Management: A South African Case Study
  22. Altmetric Badge
    Chapter 21 Designing Interactive Blimps as Puppets
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    Chapter 22 Requirements for Supporting Individual Human Creativity in the Design Domain
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    Chapter 23 Sonic Gestures Applied to a Percussive Dialogue in TanGram Using Wii Remotes
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    Chapter 24 TNT: Touch ‘n’ Tangibles on LC-Displays
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    Chapter 25 Entertainment Game to Support Interaction between Teachers and Students
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    Chapter 26 Multi-layer Based Authoring Tool for Digilog Book
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    Chapter 27 Community Created Narrations as Mobile Entertainment
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    Chapter 28 Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis
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    Chapter 29 Player Feedback Evaluation: Indicating Mass Public Potential for Pervasive Games
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    Chapter 30 A Real-Time Video Illustration Using CUDA
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    Chapter 31 A Distributed Render Farm System for Animation Production
  33. Altmetric Badge
    Chapter 32 Extending the Strada Framework to Design an AI for ORTS
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    Chapter 33 Services in Game Worlds: A Semantic Approach to Improve Object Interaction
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    Chapter 34 Glasses-Free 3D Image Viewer by Handmade DIY Craft
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    Chapter 35 Monocular 3D Vision Using Real-Time Generated Scene with Depth of Field Effect
  37. Altmetric Badge
    Chapter 36 RFID Painting Demonstration
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    Chapter 37 Development and Evaluation of a Digital Vegetation Interaction Game for Children
  39. Altmetric Badge
    Chapter 38 4-Views Display System for Collaborative Tasks on Round Table
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    Chapter 39 Invisible Two-Dimensional Code Display for Additional Information
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    Chapter 40 MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children
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    Chapter 41 Live Demonstration of the Pervasive Game “GPS Joker”
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    Chapter 42 Rapid Interactive Installation Development Using Robust Computer Vision and Image-Based Rendering
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    Chapter 43 Reinforcement Learning for Blackjack
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    Chapter 44 “Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum
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    Chapter 45 In-Game Peer Performance Assessment Role That Fosters Metacognitive Agility and Reflection
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    Chapter 46 Entertainment Computing – ICEC 2009
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    Chapter 47 Orpheus: Automatic Composition System Considering Prosody of Japanese Lyrics
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    Chapter 48 A Handy Laser Show System for Open Space Entertainment
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    Chapter 49 Sketch-It-Up! Demo
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    Chapter 50 Automatic Chat Generation of Emotional Entertainment Characters Using News Information
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    Chapter 51 Incremental Learning Algorithm for Online Action Game System
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    Chapter 52 Task-Based Second Language Learning Game System
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    Chapter 53 Designing a Game Controller for Novice HALO3 Players
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    Chapter 54 AZ66: How Can We Play with Emotions?
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    Chapter 55 WHO AM I? : A Art Ludic Installation in Virtual Reality
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    Chapter 56 Affective Interaction: Challenges at the Ubiquitous Computing Times
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    Chapter 57 You Are Here
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    Chapter 58 Game Experience May Vary: Understanding Play
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    Chapter 59 The New Pact: How Online Worlds Forge a New Form of Alliance between Players and Designers
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    Chapter 60 The International Game Developer Association (IGDA) Education Special Interest Group (EdSIG)
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    Chapter 61 Story of a Video Game Workshop: "Ico", an Interactive Fairy Tale for Children Less Interaction
  63. Altmetric Badge
    Chapter 62 Japan’s Arcade Games and Their Technology
  64. Altmetric Badge
    Chapter 63 Erratum to: Entertainment Computing – ICEC 2009
Overall attention for this book and its chapters
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Mentioned by

wikipedia
8 Wikipedia pages

Readers on

mendeley
218 Mendeley
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Title
Entertainment Computing – ICEC 2009
Published by
ADS, August 2009
DOI 10.1007/978-3-642-04052-8
ISBNs
978-3-64-204051-1, 978-3-64-204052-8
Editors

Natkin, Stéphane, Dupire, Jérôme

Timeline

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 218 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 3 1%
Finland 2 <1%
Germany 2 <1%
United Kingdom 2 <1%
Australia 2 <1%
Brazil 2 <1%
France 1 <1%
Italy 1 <1%
Netherlands 1 <1%
Other 7 3%
Unknown 195 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 50 23%
Student > Master 41 19%
Student > Bachelor 31 14%
Researcher 24 11%
Student > Doctoral Student 13 6%
Other 35 16%
Unknown 24 11%
Readers by discipline Count As %
Computer Science 89 41%
Engineering 31 14%
Psychology 14 6%
Design 12 6%
Arts and Humanities 10 5%
Other 32 15%
Unknown 30 14%
Attention Score in Context

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 May 2023.
All research outputs
#7,680,234
of 23,372,207 outputs
Outputs from ADS
#9,453
of 37,977 outputs
Outputs of similar age
#32,660
of 91,891 outputs
Outputs of similar age from ADS
#118
of 406 outputs
Altmetric has tracked 23,372,207 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 37,977 research outputs from this source. They receive a mean Attention Score of 4.6. This one is in the 29th percentile – i.e., 29% 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 91,891 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 20th percentile – i.e., 20% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 406 others from the same source and published within six weeks on either side of this one. This one is in the 16th percentile – i.e., 16% of its contemporaries scored the same or lower than it.