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E-Learning and Games

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Cover of 'E-Learning and Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Barycentric Shift Model Based VR Application for Detection and Classification on Body Balance Disorders
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    Chapter 2 Simulating Waiting Hall with Mass Passengers
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    Chapter 3 Geospatial Data Holographic Rendering Using Windows Mixed Reality
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    Chapter 4 Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned
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    Chapter 5 Mixed Reality-Based Simulator for Training on Imageless Navigation Skills in Total Hip Replacement Procedures
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    Chapter 6 Naturally Interact with Mobile Virtual Reality by CAT
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    Chapter 7 Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites
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    Chapter 8 An Analysis of Gamification Effect of Frequent-Flyer Program
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    Chapter 9 A Serious Game for Learning the Conversation Method with Autism for Typically Developing
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    Chapter 10 User Experience Research and Practice of Gamification for Driving Training
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    Chapter 11 Affective Interaction Technology of Companion Robots for the Elderly: A Review
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    Chapter 12 Gamification Strategies for an Introductory Algorithms and Programming Course
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    Chapter 13 Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner
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    Chapter 14 A Fast and Layered Real Rendering Method for Human Face Model—D-BRDF
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    Chapter 15 A Queue-Based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems
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    Chapter 16 A Hole Repairing Method Based on Edge-Preserving Projection
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    Chapter 17 A Hole Repairing Method Based on Slicing
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    Chapter 18 An Improved Total Variation Denoising Model
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    Chapter 19 Spectral Dictionary Learning Based Multispectral Image Compression
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    Chapter 20 Intrinsic Co-decomposition for Stereoscopic Images
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    Chapter 21 A Terrain Classification Method for POLSAR Images Based on Modified Scattering Parameters
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    Chapter 22 PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering
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    Chapter 23 Modeling Emotional Contagion for Crowd in Emergencies
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    Chapter 24 A Semantic Parametric Model for 3D Human Body Reshaping
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    Chapter 25 Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET
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    Chapter 26 A Slice-Guided Method of Indoor Scene Structure Retrieving
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    Chapter 27 A Deep Reinforcement Learning Approach for Autonomous Car Racing
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    Chapter 28 An Improved Bi-goal Algorithm for Many-Objective Optimization
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    Chapter 29 3D Human Motion Retrieval Based on Graph Model
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    Chapter 30 Position-Based Simulation of Skeleton-Driven Characters
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    Chapter 31 Parallel MOEA/D for Real-Time Multi-objective Optimization Problems
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    Chapter 32 Bearing-Only and Bearing-Doppler Target Tracking Based on EKF
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    Chapter 33 A Motion-Driven System for Performing Art
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    Chapter 34 Latent Topic Model Based Multi-feature Learning for PolSAR Terrain Classification
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    Chapter 35 TLogic: A Tangible Programming Tool to Help Children Solve Problems
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    Chapter 36 School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education
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    Chapter 37 The Dilemma and Exploration of the Innovation of Internal Governance in Higher Education Institutions
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    Chapter 38 Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education
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    Chapter 39 Collecting Visual Effect Linked Data Using GWAP
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    Chapter 40 E-learning Rhythm Design: Case Study Using Fighting Games
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    Chapter 41 A Mobile Learning System with Multi-point Interaction
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    Chapter 42 Research on Mobile Learning System of Colleges and Universities
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    Chapter 43 A Study of Negative Emotion Regulation of College Students by Social Games Design
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    Chapter 44 Analysis of College Students’ Employment, Unemployment and Enrollment with Self-Organizing Maps
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    Chapter 45 Hands on Work Game: Neuro-Pedagogical Method to Improve Math Fraction Teaching
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    Chapter 46 The Research on Serious Games in Social Skills Training for Children with Autism
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    Chapter 47 A WebRTC e-Learning System Based on Kurento Media Server
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    Chapter 48 A Plant Growing Game Based on Mobile Terminal and Embedded Technology
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    Chapter 49 Static Gesture Recognition Method Based on 3D Human Hand Joints
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    Chapter 50 A Combined Deep Learning and Semi-supervised Classification Algorithm for LS Area
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    Chapter 51 A Novel Feature-Based Pose Estimation Method for 3D Faces
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    Chapter 52 Humanoid Robot Control Based on Deep Learning
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    Chapter 53 Improved Modular Convolution Neural Network for Human Pose Estimation
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    Chapter 54 Using Face Recognition to Detect “Ghost Writer” Cheating in Examination
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    Chapter 55 Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model
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    Chapter 56 Hand Pose Estimation Using Convolutional Neural Networks and Support Vector Regression
Attention for Chapter 5: Mixed Reality-Based Simulator for Training on Imageless Navigation Skills in Total Hip Replacement Procedures
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Chapter title
Mixed Reality-Based Simulator for Training on Imageless Navigation Skills in Total Hip Replacement Procedures
Chapter number 5
Book title
E-Learning and Games
Published by
Springer, Cham, July 2019
DOI 10.1007/978-3-030-23712-7_5
Book ISBNs
978-3-03-023711-0, 978-3-03-023712-7
Authors

Mara Catalina Aguilera-Canon, Tom Wainwright, Xiaosong Yang, Hammadi Nait-Charif, Aguilera-Canon, Mara Catalina, Wainwright, Tom, Yang, Xiaosong, Nait-Charif, Hammadi

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users 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 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 15%
Student > Bachelor 2 15%
Unspecified 1 8%
Other 1 8%
Lecturer 1 8%
Other 3 23%
Unknown 3 23%
Readers by discipline Count As %
Medicine and Dentistry 3 23%
Nursing and Health Professions 2 15%
Unspecified 1 8%
Computer Science 1 8%
Engineering 1 8%
Other 0 0%
Unknown 5 38%