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Advances in Visual Informatics

Overview of attention for book
Cover of 'Advances in Visual Informatics'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Toward a 3D Hand Gesture Multi-threaded Programming Environment
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    Chapter 2 A Conversational Collaborative Filtering Approach to Recommendation
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    Chapter 3 Orthogonal Nonnegative Matrix Factorization for Blind Image Separation
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    Chapter 4 A Hybrid Robust Image Watermarking Scheme Using Integer Wavelet Transform, Singular Value Decomposition and Arnold Transform
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    Chapter 5 Near-Optimal Moire Grating for Chaotic Dynamic Visual Cryptography
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    Chapter 6 A Robust Subset-ICP Method for Point Set Registration
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    Chapter 7 Integrated Communication for Truck Monitoring in Solid Waste Collection Systems
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    Chapter 8 A Geometrical Approach for Age-Invariant Face Recognition
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    Chapter 9 Face Verification Using Multiple Localized Face Features
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    Chapter 10 Adaptive Motion Pattern Analysis for Machine Vision Based Moving Detection from UAV Aerial Images
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    Chapter 11 An Engineering Design Support Tool Based on TRIZ
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    Chapter 12 Enhancing an Automated Inspection System on Printed Circuit Boards Using Affine-SIFT and TRIZ Techniques
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    Chapter 13 Effective Method of Mobile Human Computer Interface for Military Operation Training
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    Chapter 14 A Simple Standalone Sign Based Recognition Translator without Using Super Computer Processing
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    Chapter 15 Enhanced Image Super-Resolution Technique Using Convolutional Neural Network
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    Chapter 16 Segmentation of the Lung Anatomy for High Resolution Computed Tomography (HRCT) Thorax Images
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    Chapter 17 Comparison of Edge Detection Technique for Lane Analysis by Improved Hough Transform
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    Chapter 18 Adaptive Region Growing for Automated Oil Palm Fruit Quality Recognition
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    Chapter 19 Performances of Invariant Feature Detectors in Real-Time Video Applications
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    Chapter 20 A Simulation Study on Factors Affecting Airwaves Using Factorial Design
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    Chapter 21 Game Design for Acquired Brain Injury Cognitive Rehabilitation: A Conceptual Framework
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    Chapter 22 Exploring the User Engagement in Interacting with Game Interfaces
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    Chapter 23 Fast and Efficient Video Completion Using Object Prior Position
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    Chapter 24 Let’s Play with Colours: BacaMAX User Interface for Dyslexic Children
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    Chapter 25 Evaluation of Mobile Games Using Playability Heuristics
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    Chapter 26 Children’s Technology: How Do Children Want It?
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    Chapter 27 An Interactive Rough Set Attribute Reduction Using Great Deluge Algorithm
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    Chapter 28 Reconstructing 3D Face Shapes from Single 2D Images Using an Adaptive Deformation Model
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    Chapter 29 Understanding Big Picture and Its Challenges: Experts and Decision Makers Perspectives
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    Chapter 30 Eyes on OSH – Usability Testing with Eye-Tracking and User Preference Rating
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    Chapter 31 Simulations of PCB Assembly Optimisation Based on the Bees Algorithm with TRIZ-Inspired Operators
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    Chapter 32 Soft Key and Hard Key Mobile Input Devices on Player Experience for Mobile Gaming
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    Chapter 33 An Endeavour to Detect Persons Using Stereo Cues
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    Chapter 34 Development of a Multimedia Courseware for Slow Learner Children with Reading Difficulties: MyLINUS
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    Chapter 35 Users’ Expectation of Web Objects Location: Case Study of ASEAN Countries
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    Chapter 36 Playability Assessment for Educational Computer Games: Pilot Study for Model Development
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    Chapter 37 Preliminary Investigation on Creative Educational Content for Visually-impaired (VI) Learners
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    Chapter 38 Handheld Augmented Reality Interaction Technique
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    Chapter 39 Exploring Medical Family Tree Data Using Visual Data Mining
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    Chapter 40 Interactivity and Animation Effects towards Student Enhancement of Learning in WAN Protocols
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    Chapter 41 Increasing the Tracking Efficiency of Mobile Augmented Reality Using a Hybrid Tracking Technique
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    Chapter 42 MMUGait Database and Baseline Results
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    Chapter 43 Color-Spatial Person Re-identification by a Voting Matching Scheme
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    Chapter 44 Designing a Checklist for an E-Commerce Website Using Kansei Engineering
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    Chapter 45 Automatic Assessment for Engineering Drawing
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    Chapter 46 The Use of Personalized Digital Memory Book as a Reminiscence Therapy for Alzheimer’s Disease (AD) Patients
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    Chapter 47 Application of Mobile Augmented Reality in a Computer Science Course
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    Chapter 48 Design Method of Video Based Iris Recognition System (V-IRS)
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    Chapter 49 Smart-Device-Based Augmented Reality (SDAR) Models to Support Interior Design: Rethinking “Screen” in Augmented Reality
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    Chapter 50 Incorporating Learning Management System with Social Network Sites to Support Online Collaborative Learning: Preliminary Analysis
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    Chapter 51 Student’s Behavioral Intention to Use Online Discussion Site (ODS) Scale: Investigating Unidimensionality of the Measurement Model
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    Chapter 52 A Rewritable Data Embedding in JPEG-XR Compressed Image with File Size Preservation
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    Chapter 53 Evaluation of Augmented Reality Remedial Worksheet Based on AVCTP Algorithm for Negative Numbers (AR²WN²)
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    Chapter 54 Advocating Green Technology Solutions for Sustainable Transport Efficiency: A Preliminary Investigation on Cab Providers and Users in Melaka
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    Chapter 55 Analytical Comparison of Factors Affecting EHR Visualization for Physicians in Public Health Care Units
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    Chapter 56 “SynMax”: A Mathematics Application Tool for Down Syndrome Children
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    Chapter 57 Presence in Visual Mental Imagery
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    Chapter 58 Usability Evaluation of the Agile Software Process
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    Chapter 59 The Effects of Icon Characteristics on Users’ Perception
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    Chapter 60 Knowledge Preservation Framework for University’s Intellectual Output
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    Chapter 61 Heuristics Evaluation of Preschool Cognitive Skills Learning System
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    Chapter 62 Effectiveness of Concept Map Approach in Teaching History Subject
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    Chapter 63 An AHP-Based Approach in the Early Design Evaluation via Usability Goals
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    Chapter 64 Engendering Trust through Emotion in Designing Persuasive Application
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    Chapter 65 A Study on the Naturalness of Gesture-Based Interaction for Children
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    Chapter 66 Developing Architecture of Haptik Visual Jawi (HV-Jawi)
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    Chapter 67 An Investigation of the Factors That Influence Students’ Intention to Adopt E-Learning
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    Chapter 68 Cultural Differences in Interface Preferences
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    Chapter 69 Preliminary Study of Eye Tracking Evaluation on Product Label Design
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    Chapter 70 Visual Interaction Patterns of Students’ Feedback: Reliability and Usability of Teaching and Supervision Evaluation System (TESES)
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    Chapter 71 Visually Impaired User’s Navigation Experiences in Facebook
Overall attention for this book and its chapters
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (76th percentile)
  • Good Attention Score compared to outputs of the same age and source (76th percentile)

Mentioned by

twitter
2 X users
patent
1 patent

Citations

dimensions_citation
5 Dimensions

Readers on

mendeley
94 Mendeley
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Title
Advances in Visual Informatics
Published by
Lecture notes in computer science, January 2013
DOI 10.1007/978-3-319-02958-0
ISBNs
978-3-31-902957-3, 978-3-31-902958-0
Authors

Halimah Badioze Zaman, Peter Robinson, Patrick Olivier, Timothy K. Shih, Sergio Velastin

Editors

Zaman, Halimah Badioze, Robinson, Peter, Olivier, Patrick, Shih, Timothy K., Velastin, Sergio

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 94 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 94 100%

Demographic breakdown

Readers by professional status Count As %
Professor 4 4%
Lecturer 3 3%
Student > Bachelor 3 3%
Student > Ph. D. Student 2 2%
Researcher 2 2%
Other 3 3%
Unknown 77 82%
Readers by discipline Count As %
Computer Science 9 10%
Social Sciences 2 2%
Engineering 2 2%
Decision Sciences 1 1%
Arts and Humanities 1 1%
Other 2 2%
Unknown 77 82%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. 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 07 November 2023.
All research outputs
#6,559,112
of 24,814,419 outputs
Outputs from Lecture notes in computer science
#1,958
of 8,154 outputs
Outputs of similar age
#65,818
of 292,060 outputs
Outputs of similar age from Lecture notes in computer science
#74
of 315 outputs
Altmetric has tracked 24,814,419 research outputs across all sources so far. This one has received more attention than most of these and is in the 73rd percentile.
So far Altmetric has tracked 8,154 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.2. This one has done well, scoring higher than 75% 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 292,060 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 76% of its contemporaries.
We're also able to compare this research output to 315 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 76% of its contemporaries.