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Human-Computer Interaction - INTERACT 2017

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Cover of 'Human-Computer Interaction - INTERACT 2017'

Table of Contents

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    Book Overview
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    Chapter 1 Contextualizing ICT Based Vocational Education for Rural Communities: Addressing Ethnographic Issues and Assessing Design Principles
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    Chapter 2 Enhancing Access to eLearning for People with Intellectual Disability: Integrating Usability with Learning
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    Chapter 3 Identifying Support Opportunities for Foreign Students: Disentangling Language and Non-language Problems Among a Unique Population
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    Chapter 4 PersonaBrowser
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    Chapter 5 Women in Crisis Situations: Empowering and Supporting Women Through ICTs
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    Chapter 6 Effects of Image-Based Rendering and Reconstruction on Game Developers Efficiency, Game Performance, and Gaming Experience
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    Chapter 7 Exploring in-the-Wild Game-Based Gesture Data Collection
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    Chapter 8 From Objective to Subjective Difficulty Evaluation in Video Games
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    Chapter 9 Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights
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    Chapter 10 Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game
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    Chapter 11 I Smell Creativity: Exploring the Effects of Olfactory and Auditory Cues to Support Creative Writing Tasks
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    Chapter 12 Night Mode, Dark Thoughts: Background Color Influences the Perceived Sentiment of Chat Messages
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    Chapter 13 Subjective Usability, Mental Workload Assessments and Their Impact on Objective Human Performance
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    Chapter 14 What is User’s Perception of Naturalness? An Exploration of Natural User Experience
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    Chapter 15 Presenting Information on the Driver’s Demand on a Head-Up Display
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    Chapter 16 Seeing Through the Eyes of Heavy Vehicle Operators
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    Chapter 17 TrackLine: Refining touch-to-track Interaction for Camera Motion Control on Mobile Devices
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    Chapter 18 Understanding Gesture Articulations Variability
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    Chapter 19 Watching Your Back While Riding Your Bike
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    Chapter 20 FeetForward: On Blending New Classroom Technologies into Secondary School Teachers’ Routines
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    Chapter 21 Human-Building Interaction: When the Machine Becomes a Building
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    Chapter 22 Investigating Wearable Technology for Fatigue Identification in the Workplace
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    Chapter 23 Leveraging Conversational Systems to Assists New Hires During Onboarding
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    Chapter 24 RemindMe: Plugging a Reminder Manager into Email for Enhancing Workplace Responsiveness
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    Chapter 25 The Cost of Improved Overview: An Analysis of the Use of Electronic Whiteboards in Emergency Departments
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    Chapter 26 An Interactive Elementary Tutoring System for Oral Health Education Using an Augmented Approach
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    Chapter 27 Empowered and Informed: Participation of Children in HCI
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    Chapter 28 Gaze Awareness in Agent-Based Early-Childhood Learning Application
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    Chapter 29 Puffy: A Mobile Inflatable Interactive Companion for Children with Neurodevelopmental Disorder
Attention for Chapter 8: From Objective to Subjective Difficulty Evaluation in Video Games
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Chapter title
From Objective to Subjective Difficulty Evaluation in Video Games
Chapter number 8
Book title
Human-Computer Interaction - INTERACT 2017
Published by
Springer, Cham, September 2017
DOI 10.1007/978-3-319-67684-5_8
Book ISBNs
978-3-31-967683-8, 978-3-31-967684-5
Authors

Thomas Constant, Guillaume Levieux, Axel Buendia, Stéphane Natkin

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 17 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 17 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 24%
Student > Master 4 24%
Student > Bachelor 2 12%
Professor > Associate Professor 2 12%
Lecturer 2 12%
Other 3 18%
Readers by discipline Count As %
Computer Science 8 47%
Design 3 18%
Sports and Recreations 2 12%
Business, Management and Accounting 1 6%
Social Sciences 1 6%
Other 2 12%