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Entertainment Computing - ICEC 2016

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Cover of 'Entertainment Computing - ICEC 2016'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
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    Chapter 2 The Challenge to Nurture Challenge
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    Chapter 3 Game System of Coordination Skills Training for Elderly People
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    Chapter 4 A Grammar-Based Framework for Rehabilitation Exergames
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    Chapter 5 Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors
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    Chapter 6 Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
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    Chapter 7 Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
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    Chapter 8 How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
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    Chapter 9 EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
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    Chapter 10 Evaluating Experiences in Different Virtual Reality Setups
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    Chapter 11 Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption Experiences
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    Chapter 12 Avatar Density Based Client Assignment
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    Chapter 13 A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
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    Chapter 14 Anyboard: A Platform for Hybrid Board Games
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    Chapter 15 Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set
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    Chapter 16 The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
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    Chapter 17 Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
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    Chapter 18 Little Fitness Dragon: A Gamified Activity Tracker
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    Chapter 19 Promoting Stretching Activity with Smartwatch - A Pilot Study
  21. Altmetric Badge
    Chapter 20 Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
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    Chapter 21 Mindtraining: Playful Interaction Techniques for People with Dementia
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    Chapter 22 User Interface Prototyping for Handheld Mobile Augmented Reality Applications
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    Chapter 23 Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games
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    Chapter 24 Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
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    Chapter 25 A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
  27. Altmetric Badge
    Chapter 26 Geometric Representations for Subjective Time in Digital Narratives
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    Chapter 27 Productive Gaming
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    Chapter 28 Solving the Sophistication-Population Paradox of Game Refinement Theory
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    Chapter 29 Cultural Visualisation of a Cultural Photographic Collection in 3D Environments – Development of ‘PAV 3D’ (Photographic Archive Visualisation)
  31. Altmetric Badge
    Chapter 30 Enrichment of Story Reading with Digital Media
  32. Altmetric Badge
    Chapter 31 Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
Attention for Chapter 16: The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
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Chapter title
The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
Chapter number 16
Book title
Entertainment Computing - ICEC 2016
Published in
Lecture notes in computer science, September 2016
DOI 10.1007/978-3-319-46100-7_16
Book ISBNs
978-3-31-946099-4, 978-3-31-946100-7
Authors

Luis Valente, Bruno Feijó, Alexandre Ribeiro, Esteban Clua

Editors

Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 26 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 26 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 7 27%
Student > Doctoral Student 3 12%
Researcher 3 12%
Lecturer 1 4%
Student > Ph. D. Student 1 4%
Other 3 12%
Unknown 8 31%
Readers by discipline Count As %
Computer Science 8 31%
Economics, Econometrics and Finance 4 15%
Social Sciences 2 8%
Engineering 2 8%
Agricultural and Biological Sciences 1 4%
Other 1 4%
Unknown 8 31%
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 17 August 2019.
All research outputs
#15,385,802
of 22,890,496 outputs
Outputs from Lecture notes in computer science
#4,649
of 8,127 outputs
Outputs of similar age
#202,364
of 320,233 outputs
Outputs of similar age from Lecture notes in computer science
#301
of 535 outputs
Altmetric has tracked 22,890,496 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,127 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 27th percentile – i.e., 27% 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 320,233 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 535 others from the same source and published within six weeks on either side of this one. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.