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Interactivity, Game Creation, Design, Learning, and Innovation

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Cover of 'Interactivity, Game Creation, Design, Learning, and Innovation'

Table of Contents

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    Book Overview
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    Chapter 1 ArtsIT + DLI: Invited Paper
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    Chapter 2 A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education
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    Chapter 3 The Farm Game: A Game Designed to Follow Children’s Playing Maturity
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    Chapter 4 SceneMaker: Creative Technology for Digital StoryTelling
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    Chapter 5 Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model
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    Chapter 6 Gamify HCI: Device’s Human Resolution for Dragging on Touch Screens in a Game with Lab and Crowd Participants
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    Chapter 7 Maze and Mirror Game Design for Increasing Motivation in Studying Science in Elementary School Students
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    Chapter 8 Towards a Wearable Interface for Immersive Telepresence in Robotics
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    Chapter 9 Designing Digital Tools for Physiotherapy
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    Chapter 10 Enriching Location-Based Games with Navigational Game Activities
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    Chapter 11 Pairing Craft-Making with Mandarin eBooks: An Investigation into the Potential Use of Craft for Language Learning by Preschoolers
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    Chapter 12 Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI
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    Chapter 13 CollaTrEx – Collaborative Context-Aware Mobile Training and Exploration
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    Chapter 14 Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes
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    Chapter 15 Assessment of Stand-Alone Displays for Time Management in a Creativity-Driven Learning Environment
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    Chapter 16 Sandtime: A Tangible Interaction Featured Gaming Installation to Encourage Social Interaction Among Children
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    Chapter 17 The Imitation Game to Cultural Heritage: A Human-like Interaction Driven Approach for Supporting Art Recreation
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    Chapter 18 Enhancing the Multisensory Environment with Adaptive Game Audio Techniques
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    Chapter 19 Investigating the Effect of Scaffolding in Modern Game Design
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    Chapter 20 Multi-kinect Skeleton Fusion for Enactive Games
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    Chapter 21 Analysing Emotional Sentiment in People’s YouTube Channel Comments
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    Chapter 22 Mobile Device Applications for Head Start Experience in Music
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    Chapter 23 The Effect of Interacting with Two Devices When Creating the Illusion of Internal State in Passive Tangible Widgets
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    Chapter 24 A Multimodal Interaction Framework for Blended Learning
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    Chapter 25 Multimodal Detection of Music Performances for Intelligent Emotion Based Lighting
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    Chapter 26 Widening the Experience of Artistic Sketchbooks
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    Chapter 27 Considerations and Methods for Usability Testing with Children
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    Chapter 28 An Adaptation Framework for Turning Real Life Events into Games: The Design Process of the Refugee Game
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    Chapter 29 Emotion Index of Cover Song Music Video Clips Based on Facial Expression Recognition
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    Chapter 30 The Opportunities of Applying the 360° Video Technology to the Presentation of Cultural Events
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    Chapter 31 Learning Together Apart – The Impact on Participation When Using Dialogic Educational Technologies for Kids with Attention and Developmental Deficits
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    Chapter 32 Learning by Designing Interview Methods in Special Education
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    Chapter 33 Powerlessness or Omnipotence – the Impact of Structuring Technologies in Learning Processes for Children with Attention and Developmental Deficits
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    Chapter 34 Pyramid Algorithm Framework for Real-Time Image Effects in Game Engines
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    Chapter 35 Introducing the Tripartite Digitization Model for Engaging with the Intangible Cultural Heritage of the City
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    Chapter 36 Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces
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    Chapter 37 AcuTable: A Touch-Enabled, Actuated Tangible User Interface
Attention for Chapter 2: A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education
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Chapter title
A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education
Chapter number 2
Book title
Interactivity, Game Creation, Design, Learning, and Innovation
Published by
Springer, Cham, March 2017
DOI 10.1007/978-3-319-55834-9_2
Book ISBNs
978-3-31-955833-2, 978-3-31-955834-9
Authors

Yujie Zhu, Stephen Jia Wang

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 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 52 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 52 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 8 15%
Student > Master 6 12%
Lecturer 5 10%
Student > Doctoral Student 3 6%
Researcher 2 4%
Other 4 8%
Unknown 24 46%
Readers by discipline Count As %
Social Sciences 7 13%
Computer Science 5 10%
Design 4 8%
Psychology 4 8%
Mathematics 2 4%
Other 6 12%
Unknown 24 46%