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Advances in Human Factors in Wearable Technologies and Game Design

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Cover of 'Advances in Human Factors in Wearable Technologies and Game Design'

Table of Contents

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    Book Overview
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    Chapter 1 Comparative User Experience Analysis of Pervasive Wearable Technology
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    Chapter 2 A Novel Joint Angle Measurement System to Monitor Hip Movement in Children with Hip Diseases
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    Chapter 3 Nudging vs. Budging – Users’ Acceptance of Nudging for More Physical Activity
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    Chapter 4 Evaluation of Suitable Rest Times for the Use of Optical Head-Mounted Displays
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    Chapter 5 Development of Ergonomic Swimming Goggles Based on Benchmarking and 3D Facial Scan
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    Chapter 6 Advancement in Orthopedics Through an Accessible Wearable Device
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    Chapter 7 Physiological Evaluation of a Non-invasive Wearable Vagus Nerve Stimulation (VNS) Device
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    Chapter 8 The Ergonomic Design of Wearable Robot Based on the Shoulder Kinematic Analysis by Walking Speed
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    Chapter 9 Improvements in a Wearable Device for Sign Language Translation
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    Chapter 10 Current Situation and Problems of Hand-Transmitted Vibration Measurement and Monitoring Equipment and Benefits of Wearable Sensors for Everyday Monitoring
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    Chapter 11 Gait Monitoring System for Stroke Prediction of Aging Adults
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    Chapter 12 Facial Recognition on Cloud for Android Based Wearable Devices
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    Chapter 13 Eye Tracking in the Diagnosis of Aggressive Behaviors and Emotions: A Systematic Review of the Literature
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    Chapter 14 Research on Smart Wearable Device Design Based on Semiotic Approach to Product Architecture Design
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    Chapter 15 Wearable Smart Emotion-Aware Gloves: Develops a New Way People Interact with Others
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    Chapter 16 The Research of Visual Characteristics for the Deaf Wearing AR Glasses
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    Chapter 17 Ergonomic Evaluation of Pilot Helmet and Neck Injury
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    Chapter 18 Devilish Dilemma Games: Narrative Game Engine and Accompanying Authoring Tool
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    Chapter 19 A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment
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    Chapter 20 Cybersickness Among Gamers: An Online Survey
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    Chapter 21 Gamifying the Rice Industry: The ‘Riceville’ Paradigm
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    Chapter 22 Cultural Playing: A Videogame Case Study of Never Alone and the Teaching of Culture
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    Chapter 23 The Design of a WebGL-Based 3D Virtual Roaming System for the “Batu Hitam” Shipwreck
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    Chapter 24 Designing Experiences: A Virtual Reality Video Game to Enhance Immersion
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    Chapter 25 Logic Evaluation Through Game-Based Assessment
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    Chapter 26 Design of Virtual Public Resilience Spaces of Traditional Cultures
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    Chapter 27 The Design of Card Game for Leukemia Children Based on Narrative Design
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    Chapter 28 Depth Sensor Based Detection of Obstacles and Notification for Virtual Reality Systems
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    Chapter 29 Digital Cultural Strategies Within the Context of Digital Humanities Economics
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    Chapter 30 Understanding User Interface Preferences for XR Environments When Exploring Physics and Engineering Principles
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    Chapter 31 Appreciation of Proportion in Architecture: A Comparison Between Facades Primed in Virtual Reality and on Paper
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    Chapter 32 Immersive Virtual Reality Beyond Available Physical Space
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    Chapter 33 Gazing Pattern While Using AR Route-Navigation on Smartphone
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    Chapter 34 Global Virtual Teams Course at Arnhem Business School
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    Chapter 35 Research on Virtual Simulation Evaluation System for Passenger Compartments Lighting of Subway Trains in China
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    Chapter 36 A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems
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    Chapter 37 Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance
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    Chapter 38 Enhancing Multimodal Interaction for Virtual Reality Using Haptic Mediation Technology
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    Chapter 39 Mapping the Monetization Challenge of Gaming in Various Domains
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    Chapter 40 Research on Location of Emergency Sign Based on Virtual Reality and Eye Tracking Technology
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    Chapter 41 Healthcare Design Based on Virtual Reality Technology: Enhance the User’s Engagement in the Rehabilitation Process
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    Chapter 42 An Investigation of Material Perception in Virtual Environments
Attention for Chapter 21: Gamifying the Rice Industry: The ‘Riceville’ Paradigm
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Chapter title
Gamifying the Rice Industry: The ‘Riceville’ Paradigm
Chapter number 21
Book title
Advances in Human Factors in Wearable Technologies and Game Design
Published by
Springer, Cham, June 2019
DOI 10.1007/978-3-030-20476-1_21
Book ISBNs
978-3-03-020475-4, 978-3-03-020476-1
Authors

Evangelos Markopoulos, Ho Fung Kisum Chan, Lincoln Lee Ming, Markopoulos, E, Chan, HFK, Ming, LL, Markopoulos, Evangelos, Chan, Ho Fung Kisum, Ming, Lincoln Lee

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X Demographics

The data shown below were collected from the profile of 1 X user 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 36 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 36 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 5 14%
Other 3 8%
Lecturer 3 8%
Student > Master 3 8%
Researcher 2 6%
Other 6 17%
Unknown 14 39%
Readers by discipline Count As %
Computer Science 4 11%
Psychology 3 8%
Engineering 3 8%
Business, Management and Accounting 2 6%
Agricultural and Biological Sciences 2 6%
Other 7 19%
Unknown 15 42%