↓ Skip to main content

Advances in Computer Entertainment Technology

Overview of attention for book
Cover of 'Advances in Computer Entertainment Technology'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies
  3. Altmetric Badge
    Chapter 2 Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting
  4. Altmetric Badge
    Chapter 3 Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience
  5. Altmetric Badge
    Chapter 4 Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation
  6. Altmetric Badge
    Chapter 5 An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices
  7. Altmetric Badge
    Chapter 6 Development and Evaluation of an Interactive Therapy Robot
  8. Altmetric Badge
    Chapter 7 Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients
  9. Altmetric Badge
    Chapter 8 A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot
  10. Altmetric Badge
    Chapter 9 Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmental Disabilities: An Exploratory Study
  11. Altmetric Badge
    Chapter 10 A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness
  12. Altmetric Badge
    Chapter 11 A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People
  13. Altmetric Badge
    Chapter 12 Voice Animator: Automatic Lip-Synching in Limited Animation by Audio
  14. Altmetric Badge
    Chapter 13 Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC
  15. Altmetric Badge
    Chapter 14 Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games
  16. Altmetric Badge
    Chapter 15 Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research
  17. Altmetric Badge
    Chapter 16 Player Adaptivity and Safety in Location-Based Games
  18. Altmetric Badge
    Chapter 17 Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen
  19. Altmetric Badge
    Chapter 18 HapPull: Enhancement of Self-motion by Pulling Clothes
  20. Altmetric Badge
    Chapter 19 Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation
  21. Altmetric Badge
    Chapter 20 Towards Player Adaptivity in Mobile Exergames
  22. Altmetric Badge
    Chapter 21 A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness
  23. Altmetric Badge
    Chapter 22 Cheer Me!: A Video Game System Using Live Streaming Text Messages
  24. Altmetric Badge
    Chapter 23 Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction
  25. Altmetric Badge
    Chapter 24 Picognizer: A JavaScript Library for Detecting and Recognizing Synthesized Sounds
  26. Altmetric Badge
    Chapter 25 Towards an Emotion-Driven Adaptive System for Video Game Music
  27. Altmetric Badge
    Chapter 26 Koto Learning Support Method Considering Articulations
  28. Altmetric Badge
    Chapter 27 Evaluation of the Game Exermon – A Strength Exergame Inspired by Pokémon Go
  29. Altmetric Badge
    Chapter 28 Photo Curation Practices on Smartphones
  30. Altmetric Badge
    Chapter 29 The Handling of Personal Information in Mobile Games
  31. Altmetric Badge
    Chapter 30 A Serious Mobile Game with Visual Feedback for Training Sibilant Consonants
  32. Altmetric Badge
    Chapter 31 Optimized HMD System for Underwater VR Experience
  33. Altmetric Badge
    Chapter 32 Magnetic Table for Levitating Food for Entertainment
  34. Altmetric Badge
    Chapter 33 FunCushion: Fabricating Functional Cushion Interfaces with Fluorescent-Pattern Displays
  35. Altmetric Badge
    Chapter 34 Immersion and Togetherness: How Live Visualization of Audience Engagement Can Enhance Music Events
  36. Altmetric Badge
    Chapter 35 Accuracy Evaluation of Remote Photoplethysmography Estimations of Heart Rate in Gaming Sessions with Natural Behavior
  37. Altmetric Badge
    Chapter 36 eSport vs irlSport
  38. Altmetric Badge
    Chapter 37 Heritage Hunt: Developing a Role-Playing Game for Heritage Museums
  39. Altmetric Badge
    Chapter 38 Words in Freedom: A Manifesto Machine as Critical Design
  40. Altmetric Badge
    Chapter 39 Omnidirectional Video in Museums – Authentic, Immersive and Entertaining
  41. Altmetric Badge
    Chapter 40 Photographing System Employing a Shoulder-Mounted PTZ Camera for Capturing the Composition Designated by the User’s Hand Gesture
  42. Altmetric Badge
    Chapter 41 Roulette++: Integrating Physical Lottery Process with Digital Effects
  43. Altmetric Badge
    Chapter 42 Online Communication of eSports Viewers: Topic Modeling Approach
  44. Altmetric Badge
    Chapter 43 The Development of an Augmented Virtuality for Interactive Face Makeup System
  45. Altmetric Badge
    Chapter 44 UPP (Unreal Prank Painter): Graffiti System Focusing on Entertainment of Mischievous Play
  46. Altmetric Badge
    Chapter 45 Interactive Dance Choreography Assistance
  47. Altmetric Badge
    Chapter 46 DanceDJ: A 3D Dance Animation Authoring System for Live Performance
  48. Altmetric Badge
    Chapter 47 Automatic System for Editing Dance Videos Recorded Using Multiple Cameras
  49. Altmetric Badge
    Chapter 48 Structured Reciprocity for Musical Performance with Swarm Agents as a Generative Mechanism
  50. Altmetric Badge
    Chapter 49 Creating a Theatrical Experience on a Virtual Stage
  51. Altmetric Badge
    Chapter 50 Serious…ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games
  52. Altmetric Badge
    Chapter 51 Building Virtual World for a Project Management Game – A Case Study
  53. Altmetric Badge
    Chapter 52 Timebender: A Multiplayer Game Featuring Bullet Time Mechanics
  54. Altmetric Badge
    Chapter 53 Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games
  55. Altmetric Badge
    Chapter 54 Awkward Annie: Game-Based Assessment of English Pragmatic Skills
  56. Altmetric Badge
    Chapter 55 Using a Serious Game to Assess Spatial Memory in Children and Adults
  57. Altmetric Badge
    Chapter 56 Mafia Game Setting Research Using Game Refinement Measurement
  58. Altmetric Badge
    Chapter 57 Exploring Patterns of Shared Control in Digital Multiplayer Games
  59. Altmetric Badge
    Chapter 58 RAIL: A Domain-Specific Language for Generating NPC Behaviors in Action/Adventure Game
  60. Altmetric Badge
    Chapter 59 Speech Emotion Recognition Based on a Recurrent Neural Network Classification Model
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

news
1 news outlet
twitter
14 X users

Citations

dimensions_citation
5 Dimensions

Readers on

mendeley
41 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
Advances in Computer Entertainment Technology
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-76270-8
ISBNs
978-3-31-976270-8, 978-3-31-976269-2
Editors

Adrian David Cheok, Masahiko Inami, Teresa Romão

X Demographics

X Demographics

The data shown below were collected from the profiles of 14 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 41 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 41 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 7%
Student > Master 2 5%
Student > Bachelor 1 2%
Other 1 2%
Researcher 1 2%
Other 1 2%
Unknown 32 78%
Readers by discipline Count As %
Computer Science 4 10%
Arts and Humanities 2 5%
Sports and Recreations 2 5%
Mathematics 1 2%
Engineering 1 2%
Other 0 0%
Unknown 31 76%