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Learning and Collaboration Technologies

Overview of attention for book
Cover of 'Learning and Collaboration Technologies'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Learning4Work. Designing a New Evaluation System Based on Scenario Centered Curriculum Methodology: The Pre-test
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    Chapter 2 Cooperative Micro Flip Teaching
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    Chapter 3 Microinteractions and a Gamification Framework as a Mechanism for Capturing 21 \(^{\text {st}}\) Century Skills
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    Chapter 4 Creating Instructor Dashboards to Foster Collaborative Learning in On-Line Medical Problem-Based Learning Situations
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    Chapter 5 Increasing the Quality of Use Case Definition Through a Design Thinking Collaborative Method and an Alternative Hybrid Documentation Style
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    Chapter 6 Reflections on eLearning Storyboard for Interaction Design
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    Chapter 7 Constructive Learning Using Flip-Flop Methodology: Learning by Making Quizzes Synchronized with Video Recording of Lectures
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    Chapter 8 PLMan: Towards a Gamified Learning System
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    Chapter 9 An Analysis of Applying the Short Bridge Method to Digital Education
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    Chapter 10 Enhancing Collaboration and Facilitating Children’s Learning Using TUIs: A Human-Centered Design Approach
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    Chapter 11 Interactive Augmented Reality: A New Approach for Collaborative Learning
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    Chapter 12 Software Architectures Supporting Human-Computer Interaction Analysis: A Literature Review
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    Chapter 13 Development of Virtual Reality (VR) as an Affordable Learning Method with Species of Nature
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    Chapter 14 Natural Interaction and Movement Paradigms. A Comparison of Usability for a Kinect Enabled Museum Installation
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    Chapter 15 Pseudo-Haptics Presentation for Promoting Historical Understanding
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    Chapter 16 The Many Voices of Audiobooks: Interactivity and Multimodality in Language Learning
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    Chapter 17 On the Integration of Tangible Elements with Multi-touch Surfaces for the Collaborative Creation of Concept Maps
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    Chapter 18 Studying Children’s Navigation in Virtual Reality
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    Chapter 19 Evaluation of the CTMTC Methodology for Assessment of Teamwork Competence Development and Acquisition in Higher Education
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    Chapter 20 Mixed Method Assessment for BIM Implementation in the AEC Curriculum
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    Chapter 21 Learning and Performance Support - Personalization Through Personal Assistant Technology
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    Chapter 22 An Instrument for Measuring Students’ Perceived Digital Competence According to the DIGCOMP Framework
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    Chapter 23 Searching Interactions and Perceived Learning
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    Chapter 24 Evaluating Usability of M-Learning Application in the Context of Higher Education Institute
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    Chapter 25 Using Mobile Learning in Formal and Non-formal Educational Settings
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    Chapter 26 Towards Understanding the MOOC Trend: Pedagogical Challenges and Business Opportunities
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    Chapter 27 ICT for Older People to Learn about ICT: Application and Evaluation
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    Chapter 28 The Design and Implementation of a Cross-Platform Teaching System
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    Chapter 29 Heuristic Evaluation for Serious Immersive Games and M-instruction
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    Chapter 30 Evaluation of the New Outdoor Study Scheme Using Mobile Phone Based on the Zeigarnik Effect
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    Chapter 31 An Analysis of Social Collaboration and Networking Tools in eLearning
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    Chapter 32 A Micro-Web Involving Learning Scenario Generation with Linked Open Data for Web-Based Investigative Learning
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    Chapter 33 E-Learning 3.0 Framework Adoption: Experts’ Views
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    Chapter 34 Mobile Quality of Social Web Applications Designed for Collaborative Writing
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    Chapter 35 iMOOC Platform: Adaptive MOOCs
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    Chapter 36 Usability Evaluation of a Dynamic Geometry Software Mobile Interface Through Eye Tracking
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    Chapter 37 Learning Analytics and Spelling Acquisition in German - A First Prototype
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    Chapter 38 An Approach to Measuring the Difficulty of Learning Activities
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    Chapter 39 Using Cortical Learning Algorithm to Arrange Sporadic Online Conversation Groups According to Personality Traits
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    Chapter 40 Process Mining of Interactions During Computer-Based Testing for Detecting and Modelling Guessing Behavior
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    Chapter 41 Coupled Persuasive Systems: A Case Study in Learning Japanese Characters
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    Chapter 42 Game Design Recommendations Focusing on Children with Developmental Dyscalculia
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    Chapter 43 A Live Virtual Simulator for Teaching Cybersecurity to Information Technology Students
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    Chapter 44 MADE Ratio: Affective Multimodal Software for Mathematical Concepts
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    Chapter 45 Pedagogical Document Classification and Organization Using Domain Ontology
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    Chapter 46 A Study of Gender Similarity Between Animated Pedagogical Agents and Young Learners
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    Chapter 47 Evaluating the Usability Using USE Questionnaire: Mindboard System Use Case
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    Chapter 48 Tomorrow’s On-Board Learning System (TOOLS)
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    Chapter 49 Adaptable and Adaptive Human-Computer Interface to Recommend Learning Objects from Repositories
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    Chapter 50 Usable, Aesthetic, Sociable and Motivating Interface for Students’ Online Knowledge Sharing
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    Chapter 51 Engaging Chinese Children with Autism to Interact with Portable Hand- and Finger-Gesture Based Applications: Experiment and Reflections
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    Chapter 52 Proactive Functions of a Pedagogical Agent – Steps for Implementing a Social Catalyst Function
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    Chapter 53 On the Effectiveness of a Collaborative Virtual Pair-Programming Environment
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    Chapter 54 Using Image Processing Technique for Supporting Healthcare Workers in Collaborative Works
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    Chapter 55 Theory and Tools in Learning Methods for Medical Doctors
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    Chapter 56 Using Actor Network to Enhance Maritime System Design
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    Chapter 57 Natural-Language Neutrality in Programming Languages: Bridging the Knowledge Divide in Software Engineering
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    Chapter 58 Predictions on Service Adoption and Utilization Meet Reality
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    Chapter 59 Organizational Self-Determination and New Digital Self-Study Applications as Means for Developing Nuclear Power Plant Operation Training
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    Chapter 60 Gender Differences in Usage Motivation for Social Networks at Work
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    Chapter 61 Enhanced Affective Factors Management for HEI Students Dropout Prevention
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    Chapter 62 Towards a Digital Teaching Platform in Brazil: Findings from UX Experiments
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    Chapter 63 Bridging Digital Divide in Schools in Developing Countries: Perceptions of Teachers of Free Software Opportunities
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    Chapter 64 A Model to Evaluate Digital Safety Concerns in School Environment
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    Chapter 65 Digital Turn in the Schools of Estonia: Obstacles and Solutions
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    Chapter 66 Creating Digital Learning Environment for Design in India – Experiences in Institutional Collaboration for Content Generation
Attention for Chapter 12: Software Architectures Supporting Human-Computer Interaction Analysis: A Literature Review
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • Good Attention Score compared to outputs of the same age (73rd percentile)
  • Good Attention Score compared to outputs of the same age and source (78th percentile)

Mentioned by

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7 X users

Citations

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13 Dimensions

Readers on

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42 Mendeley
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Chapter title
Software Architectures Supporting Human-Computer Interaction Analysis: A Literature Review
Chapter number 12
Book title
Learning and Collaboration Technologies
Published in
Lecture notes in computer science, June 2016
DOI 10.1007/978-3-319-39483-1_12
Book ISBNs
978-3-31-939482-4, 978-3-31-939483-1
Authors

Juan Cruz-Benito, Roberto Therón, Francisco J. García-Peñalvo

Editors

Panayiotis Zaphiris, Andri Ioannou

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 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 42 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 3 7%
Unknown 39 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 9 21%
Student > Master 6 14%
Researcher 6 14%
Student > Bachelor 2 5%
Lecturer > Senior Lecturer 2 5%
Other 3 7%
Unknown 14 33%
Readers by discipline Count As %
Computer Science 15 36%
Business, Management and Accounting 3 7%
Social Sciences 3 7%
Engineering 2 5%
Energy 1 2%
Other 2 5%
Unknown 16 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 6. 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 16 March 2017.
All research outputs
#5,590,633
of 22,880,230 outputs
Outputs from Lecture notes in computer science
#1,759
of 8,130 outputs
Outputs of similar age
#92,122
of 353,111 outputs
Outputs of similar age from Lecture notes in computer science
#76
of 355 outputs
Altmetric has tracked 22,880,230 research outputs across all sources so far. Compared to these this one has done well and is in the 75th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,130 research outputs from this source. They receive a mean Attention Score of 5.0. This one has done well, scoring higher than 78% 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 353,111 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 73% of its contemporaries.
We're also able to compare this research output to 355 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 78% of its contemporaries.