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Serious Games Development and Applications : 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings

Overview of attention for book
Serious Games Development and Applications : 5th International Conference, SGDA 2014, Berlin…
Springer International Publishing

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 PhysioVinci – A First Approach on a Physical Rehabilitation Game
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    Chapter 2 A Pilot Evaluation of a Therapeutic Game Applied to Small Animal Phobia Treatment
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    Chapter 3 Effect of Ecological Gestures on the Immersion of the Player in a Serious Game
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    Chapter 4 Using Serious Games for Cognitive Disabilities
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    Chapter 5 Atmosphaeres – 360° Video Environments for Stress and Pain Management
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    Chapter 6 Sense : An Interactive Learning Application That Visualizes the Nerve Supply of Face
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    Chapter 7 Sepsis Fast Track: A Serious Game for Medical Decision Making
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    Chapter 8 iBUAT: Paper Prototyping of Interactive Game Design Authoring Tool for Children
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    Chapter 9 A Review of Serious Games for Children with Autism Spectrum Disorders (ASD)
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    Chapter 10 Jumru 5s – A Game Engine for Serious Games
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    Chapter 11 Serious Music Game Design and Testing
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    Chapter 12 Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
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    Chapter 13 Gaming the Future of the Ocean: The Marine Spatial Planning Challenge 2050
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    Chapter 14 Off the Beaten Track! The Infinite Scotland Serious Game Design Approach
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    Chapter 15 Measuring the Commercial Outcomes of Serious Games in Companies – A Review
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    Chapter 16 Designing and Testing a Racing Car Serious Game Module
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    Chapter 17 The Construction of Serious Games Supporting Creativity in Student Labs
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    Chapter 18 The Choice of Serious Games and Gamification
Attention for Chapter 12: Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
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Article details
Chapter title
Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
Chapter number 12
Book title
Serious Games Development and Applications
Published in
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-11623-5_12
Book ISBNs
978-3-31-911622-8, 978-3-31-911623-5
Authors

Jessica Argo, Minhua Ma, Christoph Kayser, Argo, Jessica, Ma, Minhua, Kayser, Christoph

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Mendeley demographics

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The data shown below were compiled from readership statistics for 48 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
France 1 2%
Unknown 47 98%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Master 8 17%
Researcher 5 10%
Unspecified 3 6%
Student > Doctoral Student 3 6%
Student > Ph. D. Student 3 6%
Other 7 15%
Unknown 19 40%
Readers by discipline
Readers by discipline Count As %
Computer Science 9 19%
Psychology 5 10%
Engineering 4 8%
Arts and Humanities 3 6%
Unspecified 3 6%
Other 4 8%
Unknown 20 42%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 28 January 2015.
All research outputs
#18,390,814
of 22,780,165 outputs
Outputs from Lecture notes in computer science
#6,005
of 8,124 outputs
Outputs of similar age
#229,483
of 305,356 outputs
Outputs of similar age from Lecture notes in computer science
#203
of 280 outputs
Altmetric has tracked 22,780,165 research outputs across all sources so far. This one is in the 11th percentile – i.e., 11% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,124 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 14th percentile – i.e., 14% of its peers scored the same or lower than it.
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 305,356 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 13th percentile – i.e., 13% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 280 others from the same source and published within six weeks on either side of this one. This one is in the 16th percentile – i.e., 16% of its contemporaries scored the same or lower than it.