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Distributed, Ambient and Pervasive Interactions

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Cover of 'Distributed, Ambient and Pervasive Interactions'

Table of Contents

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    Book Overview
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    Chapter 1 Towards Ubiquitous Services Design and Development Approach
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    Chapter 2 Exploring Design for Multi-device, Multi-environment and Multimodal Connected Experiences
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    Chapter 3 Investigating Low-Cost Wireless Occupancy Sensors for Beds
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    Chapter 4 User Interface Design for Ambient Assisted Living Systems
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    Chapter 5 Establishing Guidelines for User Quality of Experience in Ubiquitous Systems
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    Chapter 6 Towards Big Data Interactive Visualization in Ambient Intelligence Environments
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    Chapter 7 End-User Development Tools for the Smart Home: A Systematic Literature Review
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    Chapter 8 The Interaction Design Research About 3D Demo Animation in Smart Home
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    Chapter 9 A Formal Model for Context-Aware Semantic Augmented Reality Systems
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    Chapter 10 How to Support the Design of User-Oriented Product-Related Services
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    Chapter 11 Design and Sensitive Configurations: Memory and Learning Neural Circuits Correlated with the Creative Processes in Design
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    Chapter 12 Data-Driven Smart Home System for Elderly People Based on Web Technologies
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    Chapter 13 A Unified Framework for Remote Collaboration Using Interactive AR Authoring and Hands Tracking
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    Chapter 14 Game Design and Neuroscience Cooperation in the Challenge-Based Immersion in Mobile Devices as Tablets and Smartphones
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    Chapter 15 Exploring Machine Learning Object Classification for Interactive Proximity Surfaces
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    Chapter 16 Machine Learning and Location Fingerprinting to Improve UX in a Ubiquitous Application
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    Chapter 17 Exploring the Ergonomic Issues of User-Defined Mid-Air Gestures for Interactive Product Exhibition
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    Chapter 18 Facial Tracking-Assisted Hand Pointing Technique for Wall-Sized Displays
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    Chapter 19 3-Dimensional Face from a Single Face Image with Various Expressions
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    Chapter 20 User-Independent Face Landmark Detection and Tracking for Spatial AR Interaction
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    Chapter 21 Mid-Air Gestures for Virtual Modeling with Leap Motion
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    Chapter 22 Fashion Design and Tactile Perception: A Teaching/Learning Methodology to Enable Visually Handicapped People to Identify Textile Structures
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    Chapter 23 Towards Effective Interventive Health Applications: On the Problem of User Triggering
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    Chapter 24 Body Storytelling and the Performance of Memory: Arts-Based-Research and Human Enhancement
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    Chapter 25 Voices of the Internet of Things: An Exploration of Multiple Voice Effects in Smart Homes
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    Chapter 26 Mental Model Development Using Collaborative 3D Virtual Environments
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    Chapter 27 Effects of Playing Mobile Games While Driving
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    Chapter 28 Empirical Study of Humor Support in Social Human-Robot Interaction
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    Chapter 29 Laughter and Humour as Conversational Mind-Reading Displays
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    Chapter 30 Smart Bugs and Digital Banana Peels: Accidental Humor in Smart Environments?
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    Chapter 31 Ambient Scripts in Humor and Beyond
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    Chapter 32 Affect and Atmosphere in Controlled Responsive Environments
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    Chapter 33 Towards Simulation of Semantic Generation and Detection of Humorous Response
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    Chapter 34 Infusing Humor in Unexpected Events
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    Chapter 35 When Worlds and Scripts Collide
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    Chapter 36 On Feasibility of Crowdsourced Mobile Sensing for Smarter City Life
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    Chapter 37 Quantitative, Qualitative, and Historical Urban Data Visualization Tools for Professionals and Stakeholders
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    Chapter 38 Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society
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    Chapter 39 Transcendent Telepresence: Tele-Communication Better Than Face to Face Interaction
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    Chapter 40 An Improvisation Based Framework for Interactive Urban Environments
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    Chapter 41 Live Sound System with Social Media for Remotely Conducting Wildlife Monitoring
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    Chapter 42 User Participatory Sensing for Disaster Detection and Mitigation in Urban Environments
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    Chapter 43 The Use of Historical Information to Support Civic Crowdsourcing
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    Chapter 44 One to Many: Opportunities to Understanding Collective Behaviors in Urban Environments Through Individual’s Passively-Collected Locative Data
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    Chapter 45 Gamification and Social Dynamics: Insights from a Corporate Cycling Campaign
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    Chapter 46 Erratum to: Voices of the Internet of Things: An Exploration of Multiple Voice Effects in Smart Homes
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    Chapter 47 Erratum to: Mental Model Development Using Collaborative 3D Virtual Environments
Attention for Chapter 38: Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society
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Chapter title
Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society
Chapter number 38
Book title
Distributed, Ambient and Pervasive Interactions
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-39862-4_38
Book ISBNs
978-3-31-939861-7, 978-3-31-939862-4
Authors

Kota Gushima, Tatsuya Aikawa, Mizuki Sakamoto, Tatsuo Nakajima

Editors

Norbert Streitz, Panos Markopoulos

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 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 18 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 18 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 17%
Professor 2 11%
Student > Master 2 11%
Student > Ph. D. Student 2 11%
Lecturer > Senior Lecturer 1 6%
Other 1 6%
Unknown 7 39%
Readers by discipline Count As %
Computer Science 5 28%
Business, Management and Accounting 2 11%
Biochemistry, Genetics and Molecular Biology 2 11%
Psychology 1 6%
Design 1 6%
Other 0 0%
Unknown 7 39%