↓ Skip to main content

Interactivity, Game Creation, Design, Learning, and Innovation

Overview of attention for book
Cover of 'Interactivity, Game Creation, Design, Learning, and Innovation'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Art and Code: Programming as a Medium
  3. Altmetric Badge
    Chapter 2 Creating with the Digital: Tool, Medium, Mediator, Partner
  4. Altmetric Badge
    Chapter 3 Targeting Experiences
  5. Altmetric Badge
    Chapter 4 Real-Time Measurement and Analysis of Audience Response
  6. Altmetric Badge
    Chapter 5 Out of the Box, into the Cubes: Envisioning User Experiences Through a Tool for Gamification, Toyification and Playification
  7. Altmetric Badge
    Chapter 6 Balancing Enlightenment and Experience in Interactive Exhibition Design
  8. Altmetric Badge
    Chapter 7 Audience Perception of Exaggerated Motions on Realistic Animated Animal Characters
  9. Altmetric Badge
    Chapter 8 Towards a Conceptual Design Framework for Emotional Communication Systems for Long-Distance Relationships
  10. Altmetric Badge
    Chapter 9 Developing a User-Centred Communication Pad for Cognitive and Physical Impaired People
  11. Altmetric Badge
    Chapter 10 Evaluating Interactions with a Cognitively Biased Robot in a Creative Collaborative Task
  12. Altmetric Badge
    Chapter 11 A Positional Infrared Tracking System Using Non-individualised HRTFs to Simulate a Loudspeaker Setup and Its Influence on Externalisation of Music
  13. Altmetric Badge
    Chapter 12 Finding, Feeling and Sharing the Value of a Landscape
  14. Altmetric Badge
    Chapter 13 Extended Realities, Artificial Intelligence and Interfaces
  15. Altmetric Badge
    Chapter 14 Hosting Social Touch in Public Space of Merging Realities
  16. Altmetric Badge
    Chapter 15 Renoir in VR: Comparing the Relaxation from Artworks Inside and Outside of Virtual Reality
  17. Altmetric Badge
    Chapter 16 Procedurally Generated Self Overlapping Mazes in Virtual Reality
  18. Altmetric Badge
    Chapter 17 Navigating Procedurally Generated Overt Self-overlapping Environments in VR
  19. Altmetric Badge
    Chapter 18 Staging Virtual Reality Exhibits for Bystander Involvement in Semi-public Spaces
  20. Altmetric Badge
    Chapter 19 Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology
  21. Altmetric Badge
    Chapter 20 “But Wait, There’s More!” a Deeper Look into Temporally Placing Touch Gesture Signifiers
  22. Altmetric Badge
    Chapter 21 Co-designing Object Shapes with Artificial Intelligence
  23. Altmetric Badge
    Chapter 22 Authentication of Art: Assessing the Performance of a Machine Learning Based Authentication Method
  24. Altmetric Badge
    Chapter 23 “What I See Is What You Get” Explorations of Live Artwork Generation, Artificial Intelligence, and Human Interaction in a Pedagogical Environment
  25. Altmetric Badge
    Chapter 24 Games, Gamification and Accessible Games
  26. Altmetric Badge
    Chapter 25 Challenges for Designing Adaptive Gamification in Telerehabilitation Systems for Heart Failure Patients’ Self-management
  27. Altmetric Badge
    Chapter 26 Co-creating Virtual Reality Applications for Motor Rehabilitation with Physiotherapists
  28. Altmetric Badge
    Chapter 27 Towards Sustainable Inclusive Game Design Processes
  29. Altmetric Badge
    Chapter 28 Co-designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to Children Diagnosed with Autism Spectrum Disorder
  30. Altmetric Badge
    Chapter 29 Stars, Crests and Medals: Visual Badge Design Framework to Gamify and Certify Online Learning
  31. Altmetric Badge
    Chapter 30 Make Waste Fun Again! A Gamification Approach to Recycling
  32. Altmetric Badge
    Chapter 31 Our Museum Game
  33. Altmetric Badge
    Chapter 32 Adoption of Requirements Engineering Methods in Game Development: A Literature and Postmortem Analysis
  34. Altmetric Badge
    Chapter 33 Designing a Serious Game to Raise Awareness of Intimate Partner Violence Among Adolescents in the UK: The Use of ‘Good Games’ Principles for Effective Behavioural Change
  35. Altmetric Badge
    Chapter 34 Personalization of Educational Video Games in APOGEE
  36. Altmetric Badge
    Chapter 35 Arts and Artist
  37. Altmetric Badge
    Chapter 36 An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies
  38. Altmetric Badge
    Chapter 37 SimonXXL - Investigating Spontaneous Group Formation Around Public Installations
  39. Altmetric Badge
    Chapter 38 Interactive Arts and Disability: A Conceptual Model Toward Understanding Participation
  40. Altmetric Badge
    Chapter 39 Nature and Nurturance Across the Ages: Modest Means for Modern Times
  41. Altmetric Badge
    Chapter 40 Huge Balls: A Ludo-Narrative Exploration of Game Art
  42. Altmetric Badge
    Chapter 41 Playing with the Artist
  43. Altmetric Badge
    Chapter 42 Design as a Knowledge Constructing Activity
  44. Altmetric Badge
    Chapter 43 Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading to Design Story Apps
  45. Altmetric Badge
    Chapter 44 Designing a Smart Toy Interactive Setting for Creating Stories
  46. Altmetric Badge
    Chapter 45 Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting Long-Distance Relationships
  47. Altmetric Badge
    Chapter 46 Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars Based on Participatory Design
  48. Altmetric Badge
    Chapter 47 Enabling Rural Women in India to Speculate Futures Through Games and Theatre: A Participatory Approach
  49. Altmetric Badge
    Chapter 48 Learning Designs and Participation Through Digital Technologies
  50. Altmetric Badge
    Chapter 49 Teachers’ Preferable Attributes of E-Learning Resources
  51. Altmetric Badge
    Chapter 50 Innovative Inclusive Educational Technology in Language Classrooms and Learner Perspectives: A Study of Nine Learner Narratives
  52. Altmetric Badge
    Chapter 51 GLOBE - Digital Literacy and Organizational Learning by Scenario-Driven Exercises
  53. Altmetric Badge
    Chapter 52 Problem Solving and Collaboration When School Children Develop Game Designs
  54. Altmetric Badge
    Chapter 53 To Become Digitally Competent: A Study of Educators’ Participation in Professional Learning
  55. Altmetric Badge
    Chapter 54 Do People with Diabetes Follow the Recommendations? A Study of Motivational and Compliance Factors of People with Type 1 Diabetes
  56. Altmetric Badge
    Chapter 55 Innovation, Inclusion and Emerging Technologies
  57. Altmetric Badge
    Chapter 56 VR Situated Simulations
  58. Altmetric Badge
    Chapter 57 Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder
  59. Altmetric Badge
    Chapter 58 The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation
  60. Altmetric Badge
    Chapter 59 Designing and Learning with IoT in a Passion-Based Constructionist Context
  61. Altmetric Badge
    Chapter 60 Entrepreneurial Cultural Affinity Spaces (ECAS): Design of Inclusive Local Learning Ecosystems for Social Change, Innovation and Entrepreneurship
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

twitter
5 X users
facebook
1 Facebook page

Citations

dimensions_citation
7 Dimensions

Readers on

mendeley
51 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.
Title
Interactivity, Game Creation, Design, Learning, and Innovation
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-53294-9
ISBNs
978-3-03-053293-2, 978-3-03-053294-9
Editors

Anthony Brooks, Eva Irene Brooks

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 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 51 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 51 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 13 25%
Student > Ph. D. Student 5 10%
Researcher 3 6%
Lecturer 3 6%
Student > Doctoral Student 3 6%
Other 8 16%
Unknown 16 31%
Readers by discipline Count As %
Computer Science 10 20%
Social Sciences 4 8%
Business, Management and Accounting 4 8%
Arts and Humanities 3 6%
Engineering 3 6%
Other 9 18%
Unknown 18 35%