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Advances in Human Factors in Wearable Technologies and Game Design

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Cover of 'Advances in Human Factors in Wearable Technologies and Game Design'

Table of Contents

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    Book Overview
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    Chapter 1 A Wearable Flexible Sensor Network Platform for the Analysis of Different Sport Movements
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    Chapter 2 Emotion Recognition Using Physiological Signals: Laboratory vs. Wearable Sensors
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    Chapter 3 Development of Support Systems for Capturing and Reducing the Hand-Arm-Stress
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    Chapter 4 A Wearable Device Supporting Multiple Touch- and Gesture-Based Languages for the Deaf-Blind
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    Chapter 5 A Step in the Right Direction – Understanding Privacy Concerns and Perceived Sensitivity of Fitness Trackers
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    Chapter 6 Development of Customized Orthotics Based on Lower-Leg Anthropometric Data and Task
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    Chapter 7 An Intelligent Pen to Assess Anxiety Levels Through Pressure Sensors and Fuzzy Logic
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    Chapter 8 Real-Time Eye-Interaction System Developed with Eye Tracking Glasses and Motion Capture
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    Chapter 9 Accuracy and Efficiency Validation of a Helmet Mounted Vibrotactile Feedback System for Aerodynamic Head Position During Cycling
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    Chapter 10 The Pressure Comfort Sensation of Female’s Body Parts Caused by Compression Garment
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    Chapter 11 Universal Design Based Evaluation Framework for Design of Wearables
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    Chapter 12 Moti-Meter: A System for Visualizing Personal Learning Motivation
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    Chapter 13 Wearability and User Experience Through User Engagement: The Case Study of a Wearable Device
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    Chapter 14 A Study of Viewpoint and Feedback in Wearable Systems for Controlling a Robot Arm
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    Chapter 15 Enabling Touch-Based Communication in Wearable Devices for People with Sensory and Multisensory Impairments
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    Chapter 16 Wearable Sensor System for Lumbosacral Load Estimation by Considering the Effect of External Load
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    Chapter 17 Storytelling-Based Hand Gesture Interaction in a Virtual Reality Environment
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    Chapter 18 Pokémon Go – an Empirical User Experience Study
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    Chapter 19 Development of a Game-Based and Haptically Enhanced Application for People with Visual Impairment
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    Chapter 20 Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil
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    Chapter 21 Framework for Creating Audio Games for Intelligent Personal Assistants
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    Chapter 22 The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China
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    Chapter 23 What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study
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    Chapter 24 Voice-Control as a New Trend in Games Applications
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    Chapter 25 Game Design for Students: Teaching as a Whole Context
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    Chapter 26 Evaluating the UX of a VR Game Using a Mixed Methodology
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    Chapter 27 Gaming as a Driver for Social Behaviour Change for Sustainability
Attention for Chapter 24: Voice-Control as a New Trend in Games Applications
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Chapter title
Voice-Control as a New Trend in Games Applications
Chapter number 24
Book title
Advances in Human Factors in Wearable Technologies and Game Design
Published by
Springer, Cham, June 2017
DOI 10.1007/978-3-319-60639-2_24
Book ISBNs
978-3-31-960638-5, 978-3-31-960639-2

Wenjin Qin, Chunfu Li

Mendeley readers

The data shown below were compiled from readership statistics for 3 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 3 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 1 33%
Student > Doctoral Student 1 33%
Student > Master 1 33%
Readers by discipline Count As %
Engineering 2 67%
Computer Science 1 33%