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Entertainment Computing – ICEC 2017

Overview of attention for book
Cover of 'Entertainment Computing – ICEC 2017'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Genesis: New Media Art Created as a Visualization of Fluid Dynamics
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    Chapter 2 Bubble Clouds: 3D Display Composed of Soap Bubble Cluster
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    Chapter 3 A Literary Analysis of Poems Automatically Produced by Peter’s Haiku Generator
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    Chapter 4 RoughON: A Portable Music Sketch Production System by Real Time Input of Melody
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    Chapter 5 InvisibleSound: An App Enabling Blind People to Compose Music
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    Chapter 6 SofTouch: Turning Soft Objects into Touch Interfaces Using Detachable Photo Sensor Modules
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    Chapter 7 Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad
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    Chapter 8 InsTangible: A Tangible User Interface Combining Pop-up Cards with Conductive Ink Printing
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    Chapter 9 Design and Implementation of a Voice Feedback Device for Voice Loudness Control
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    Chapter 10 e2-Mask: Design and Implementation of a Mask-Type Display to Support Face-to-Face Communication
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    Chapter 11 Serious Games for Cognitive Assessment with Older Adults: A Preliminary Study
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    Chapter 12 Designing Game-Based Interventions for Subverting Normative Attitudes
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    Chapter 13 Evaluating a Serious Game for Cognitive Stimulation and Assessment with Older Adults: The Sorting Sheep Game
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    Chapter 14 An Interactive Digital Storytelling System with “What If” Functions
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    Chapter 15 In.Line: A Navigation Game for Visually Impaired People
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    Chapter 16 SikkerhetsLøypa - Knowledge Toward Sustainable and Secure Paths of Creative and Critical Digital Skills
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    Chapter 17 A Game System for Learning Mathematics with Pacing Considering Individual Motivation and Feeling
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    Chapter 18 Visual-Effect Dictionary for Converting Words into Visual Images
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    Chapter 19 Design and Evaluation of a Cybersecurity Awareness Training Game
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    Chapter 20 Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint
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    Chapter 21 Exploring Pervasive Entertainment Games to Construct Learning Paths
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    Chapter 22 Virtual Scuba Diving System Utilizing the Sense of Weightlessness Underwater
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    Chapter 23 The Alteration of Gustatory Sense by Virtual Chromatic Transition of Food Items
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    Chapter 24 Hoverboard: A Leap to the Future of Locomotion in VR!?
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    Chapter 25 Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence
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    Chapter 26 Proposal of an Erasure-Oriented Drawing Style to Develop the Ability to Copy Images
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    Chapter 27 Survey of How Human Players Divert In-game Actions for Other Purposes: Towards Human-Like Computer Players
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    Chapter 28 Designing a Creature Believability Scale for Videogames
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    Chapter 29 An Analysis of DOTA2 Using Game Refinement Measure
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    Chapter 30 A Method for Illustrating Shogi Postmortems Using Results of Statistical Analysis of Kifu Data
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    Chapter 31 Predicting Human Computation Game Scores with Player Rating Systems
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    Chapter 32 Playful-Consumption Experience in Digital Game Playing: A Scale Development
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    Chapter 33 Generating the Expression of the Move of Go by Classifier Learning
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    Chapter 34 Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games
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    Chapter 35 Possible Interpretations for Game Refinement Measure
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    Chapter 36 A Framework to Determine the Suitability of Software Development Methodologies for the Development of Location-Based Games
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    Chapter 37 Vetrina Attori: Scene Seek Support System Focusing on Characters in a Video
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    Chapter 38 Mining Preferences on Identifying Werewolf Players from Werewolf Game Logs
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    Chapter 39 Identifying Rush Strategies Employed in StarCraft II Using Support Vector Machines
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    Chapter 40 Distorted Cartogram Visualization for Travelers
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    Chapter 41 Naturalized Motion Generator for NPC in 3D Game
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    Chapter 42 Reorientation Method to Suppress Simulator Sickness in Home Video Game Using HMD
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    Chapter 43 Augmented Reality Media for Cultural Experience in Shrines
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    Chapter 44 WAR Bots: Combining Virtual and Augmented Realities for an Immersive and Enjoyable Gaming Experience
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    Chapter 45 Japanese Anime Production Support System with Digital Storyboards
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    Chapter 46 Deep Photo Rally: Let’s Gather Conversational Pictures
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    Chapter 47 The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and Technology
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    Chapter 48 Lifestyle Agent: The Chat-Oriented Dialogue System for Lifestyle Management
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    Chapter 49 AniReco: Japanese Anime Recommendation System
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    Chapter 50 Reading Aloud Training Game for Children with Auto Evaluation of Oral Reading Fluency
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    Chapter 51 AirMeet: Communication Support System by Temporarily Sharing Personal Information for Social Gathering
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    Chapter 52 Make-up Support System Based on the Colors of Favorite Image
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    Chapter 53 Tourist Spot Recommendation System with Image Selection Interface
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    Chapter 54 Partner Character Attracting Consumers to a Real Store
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    Chapter 55 TamaPeeler: An Interactive Cooking Tool for Children’s Dietary Education
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    Chapter 56 Karaoke Entertainment Character Based on User Behavior Recognition
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    Chapter 57 Watching Support System by Annotation Displaying According to Fighting Game Situations
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    Chapter 58 Real-Time Expression Control System for Wearable Animatronics
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    Chapter 59 Delivering Active Fashion Advertisement to Potential Viewers
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    Chapter 60 Zapzap: A Table-Top Device that Presents the Rough Contents of a Book to Support Book Browsing in Bookstore
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    Chapter 61 MR-Shoppingu: Physical Interaction with Augmented Retail Products Using Continuous Context Awareness
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    Chapter 62 Creating a Regional and Historical Streetscape Simulation System
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    Chapter 63 Virtual Co-Eating: Making Solitary Eating Experience More Enjoyable
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    Chapter 64 Rapid Finger Motion Tracking on Low-Power Mobile Environments for Large Screen Interaction
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    Chapter 65 Analyzing Video Game Completion Achievements Implications for Game Project Scope
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    Chapter 66 DanceDanceThumb: Tablet App for Rehabilitation for Carpal Tunnel Syndrome
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    Chapter 67 Novest: Position Estimation of Finger on Back of Hand with a Small Ranging Sensor Array
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    Chapter 68 DecoTouch: Turning the Forehead as Input Surface for Head Mounted Display
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    Chapter 69 An Analysis of Sales Promotion ‘Discount’ Using Game Refinement Measurement
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    Chapter 70 Word Recognition by Combining Outline Emphasis and Synthesize Background
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    Chapter 71 Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games
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    Chapter 72 ECEC2017: The Workshop on E-Commerce and Entertainment Computing
Attention for Chapter 60: Zapzap: A Table-Top Device that Presents the Rough Contents of a Book to Support Book Browsing in Bookstore
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1 tweeter


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3 Mendeley
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Chapter title
Zapzap: A Table-Top Device that Presents the Rough Contents of a Book to Support Book Browsing in Bookstore
Chapter number 60
Book title
Entertainment Computing – ICEC 2017
Published in
Lecture notes in computer science, August 2017
DOI 10.1007/978-3-319-66715-7_60
Book ISBNs
978-3-31-966714-0, 978-3-31-966715-7

Masahumi Muta, Soh Masuko

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter who shared this research output. Click here to find out more about how the information was compiled.

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 2 67%
Lecturer 1 33%
Readers by discipline Count As %
Computer Science 3 100%

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 29 August 2017.
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Altmetric has tracked 13,328,249 research outputs across all sources so far. This one is in the 23rd percentile – i.e., 23% of other outputs scored the same or lower than it.
So far Altmetric has tracked 7,366 research outputs from this source. They receive a mean Attention Score of 4.4. This one is in the 26th percentile – i.e., 26% 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 266,184 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 32nd percentile – i.e., 32% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 49 others from the same source and published within six weeks on either side of this one. This one is in the 40th percentile – i.e., 40% of its contemporaries scored the same or lower than it.