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Human-Computer Interaction. Interacting in Various Application Domains

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Cover of 'Human-Computer Interaction. Interacting in Various Application Domains'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Arab Children’s Reading Preference for Different Online Fonts
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    Chapter 2 Adaptation Decisions and Profiles Exchange among Open Learning Management Systems Based on Agent Negotiations and Machine Learning Techniques
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    Chapter 3 Accessing e-Learning Systems via Screen Reader: An Example
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    Chapter 4 Using Tablet PCs and Pen-Based Technologies to Support Engineering Education
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    Chapter 5 Optimal Affective Conditions for Subconscious Learning in a 3D Intelligent Tutoring System
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    Chapter 6 Computer-Based Learning to Improve Breast Cancer Detection Skills
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    Chapter 7 Virtual Classroom and Communicability: Empathy and Interaction for All
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    Chapter 8 Communicability for Virtual Learning: Evaluation
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    Chapter 9 Attention and Motivation in Hypermedia Systems
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    Chapter 10 A Web-Based, Interactive Annotation Editor for the eCampus Development Environment for SCORM Compliant E-Learning Modules
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    Chapter 11 An Innovative Way of Understanding Learning Processes: Eye Tracking
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    Chapter 12 A Set of Rules and Strategies for UNSAM Virtual Campus
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    Chapter 13 HCI Professional Involvement in k-12 Education: On Target or Missing the Mark?
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    Chapter 14 A Language Learning System Utilizing RFID Technology for Total Physical Response Activities
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    Chapter 15 Promoting Metacognition in Immersive Cultural Learning Environments
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    Chapter 16 The Application of the Flexilevel Approach for the Assessment of Computer Science Undergraduates
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    Chapter 17 Development of Ubiquitous On-Demand Study Support Environment for Nursing Students
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    Chapter 18 The Effects of Prior Knowledge on the Use of Adaptive Hypermedia Learning Systems
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    Chapter 19 Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model
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    Chapter 20 The Concept of IMPRESSION: An Interactive Instruction System and Its Practice for Real-Time Distance Lessons between U.S. and Japan
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    Chapter 21 Improving Children’s Writing Ability
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    Chapter 22 From Paper to Module – An Integrated Environment for Generating SCORM Compliant Moodle Courses Out of Text and Multimedia Elements
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    Chapter 23 Development of a Simulator of Abacus: Ancient Analog Calculator on a Mobile Phone as a Teaching Material
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    Chapter 24 A Proposal for a Framework for an e-Alumni Program Using SNS
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    Chapter 25 Supporting End-User Development of Personalized Mobile Learning Tools
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    Chapter 26 Didactic Models as Design Representations
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    Chapter 27 Interactive Learning Panels
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    Chapter 28 WebELS: A Content-Centered E-Learning Platform for Postgraduate Education in Engineering
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    Chapter 29 A Pen-Based Teaching System for Children and Its Usability Evaluation
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    Chapter 30 Development of a Visualised Sound Simulation Environment: An e-Approach to a Constructivist Way of Learning
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    Chapter 31 Causal Links of Presence
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    Chapter 32 Games Design Principles for Improving Social Web Applications
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    Chapter 33 A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability
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    Chapter 34 An Online Survey System on Computer Game Enjoyment and Personality
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    Chapter 35 Playability Testing of Web-Based Sport Games with Older Children and Teenagers
  37. Altmetric Badge
    Chapter 36 Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces
  38. Altmetric Badge
    Chapter 37 Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases
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    Chapter 38 Analyzing Human Behaviors in an Interactive Art Installation
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    Chapter 39 The Effects of Quest Types and Gaming Motivations on Players’ Knowledge Acquisitions in an Online Role-Playing Game Environment
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    Chapter 40 Self-movement Feeling Generation in Sports Watching with Screen Movement via Pan-Tilt Steerable Projector
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    Chapter 41 Design of Interactive Emotional Sound Edutainment System
  43. Altmetric Badge
    Chapter 42 Understanding Online Game Addiction: Connection between Presence and Flow
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    Chapter 43 The Experience of Presence in 3D Web Environment: An Analysis of Korean Second Life
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    Chapter 44 Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice
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    Chapter 45 Emotionally Adapted Games – An Example of a First Person Shooter
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    Chapter 46 DiamondTheater: A System for Reproducing Theater and Supporting Creative Activities
  48. Altmetric Badge
    Chapter 47 New Health Information Systems (HIS) Quality-in-Use Model Based on the GQM Approach and HCI Principles
  49. Altmetric Badge
    Chapter 48 An Information Visualization Approach to Hospital Shifts Scheduling
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    Chapter 49 Designed to Fit: Challenges of Interaction Design for Clothes Fitting Room Technologies
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    Chapter 50 Usability for Poll Workers: A Voting System Usability Test Protocol
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    Chapter 51 CAD and Communicability: A System That Improves the Human-Computer Interaction
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    Chapter 52 A Novel Visualization Tool for Evaluating Medication Side-Effects in Multi-drug Regimens
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    Chapter 53 Design of a Web Intervention to Change Youth Smoking Habits
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    Chapter 54 Smart Makeup Mirror: Computer-Augmented Mirror to Aid Makeup Application
  56. Altmetric Badge
    Chapter 55 Studying Reactive, Risky, Complex, Long-Spanning, and Collaborative Work: The Case of IT Service Delivery
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    Chapter 56 Human Computer Interaction in Virtual Standardized Patient Systems
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    Chapter 57 Towards Standardized Pen-Based Annotation of Breast Cancer Findings
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    Chapter 58 ImproV: A System for Improvisational Construction of Video Processing Flow
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    Chapter 59 E-Assessment: A Suitable Alternative for Measuring Competences?
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    Chapter 60 Green Advocate in E-Commerce
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    Chapter 61 Gesture-Based Sharing of Documents in Face-to-Face Meetings
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    Chapter 62 Developing, Deploying and Assessing Usage of a Movie Archive System among Students of Film Studies
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    Chapter 63 Using Activity Descriptions to Generate User Interfaces for ERP Software
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    Chapter 64 Developing a Nomenclature for EMR Errors
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    Chapter 65 Mapping for Multi-source Visualization: Scientific Information Retrieval Service (SIRS)
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    Chapter 66 Client-Side Visualization of Internet Forums for Information Retrieval
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    Chapter 67 Social-Technical Tools for Collaborative Sensemaking and Sketching
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    Chapter 68 Developing Some User Interfaces of TV under Enormous Channels Environment
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    Chapter 69 Electronic Glassboard – Conception and Implementation of an Interactive Tele-presence Application
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    Chapter 70 A New Automatic Teller Machine (ATM) Proposal through the Analysis of ATMs of Three Banks
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    Chapter 71 Designing Usable Bio-information Architectures
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    Chapter 72 Run-Time Adaptation of a Universal User Interface for Ambient Intelligent Production Environments
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    Chapter 73 Heuristic Evaluation of Mission-Critical Software Using a Large Team
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    Chapter 74 Interface Development for Early Notification Warning System: Full Windshield Head-Up Display Case Study
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    Chapter 75 Reflections on the Interdisciplinary Collaborative Design of Mapping the Universe
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    Chapter 76 Distilling Support Opportunities to Improve Urban Search and Rescue Missions
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    Chapter 77 A New Approach to Design an Interactive System for Molecular Analysis
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    Chapter 78 The Differences of Aviation Human Factors between Individualism and Collectivism Culture
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    Chapter 79 Web-Based Training System for Improving Aviation Maintenance Performance
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    Chapter 80 Allocating Human-System Interfaces Functions by Levels of Automation in an Advanced Control Room
  82. Altmetric Badge
    Chapter 81 Development of an Expert System as a User Interface for an RFID Application
  83. Altmetric Badge
    Chapter 82 Developing a Validation Methodology for Educational Driving Simulators and a Case Study
  84. Altmetric Badge
    Chapter 83 Developing a Usable Mobile Flight Case Learning System in Air Traffic Control Miscommunications
Attention for Chapter 37: Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (94th percentile)
  • High Attention Score compared to outputs of the same age and source (97th percentile)

Mentioned by

news
2 news outlets

Citations

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6 Dimensions

Readers on

mendeley
96 Mendeley
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Chapter title
Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases
Chapter number 37
Book title
Human-Computer Interaction. Interacting in Various Application Domains
Published in
Lecture notes in computer science, July 2009
DOI 10.1007/978-3-642-02583-9_37
Book ISBNs
978-3-64-202582-2, 978-3-64-202583-9
Authors

Hadi Kharrazi, Anthony Faiola, Joseph Defazio, Kharrazi, Hadi, Faiola, Anthony, Defazio, Joseph

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 96 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 2%
Germany 2 2%
Bangladesh 1 1%
Spain 1 1%
France 1 1%
Unknown 89 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 30 31%
Student > Master 15 16%
Researcher 14 15%
Lecturer 5 5%
Student > Bachelor 4 4%
Other 15 16%
Unknown 13 14%
Readers by discipline Count As %
Computer Science 31 32%
Social Sciences 10 10%
Psychology 9 9%
Engineering 8 8%
Arts and Humanities 6 6%
Other 17 18%
Unknown 15 16%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 16. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 22 April 2014.
All research outputs
#1,883,953
of 22,754,104 outputs
Outputs from Lecture notes in computer science
#339
of 8,126 outputs
Outputs of similar age
#6,379
of 110,344 outputs
Outputs of similar age from Lecture notes in computer science
#1
of 35 outputs
Altmetric has tracked 22,754,104 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 91st percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one has done particularly well, scoring higher than 95% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 110,344 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 94% of its contemporaries.
We're also able to compare this research output to 35 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 97% of its contemporaries.