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Distributed, Ambient and Pervasive Interactions

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Cover of 'Distributed, Ambient and Pervasive Interactions'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 What Changes from Ubiquitous Computing to Internet of Things in Interaction Evaluation?
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    Chapter 2 Evaluating an IoT Application Using Software Measures
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    Chapter 3 Service Design Strategy for Social Internet of Things in China
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    Chapter 4 Design for Social Innovation Supported by Social Based Technologies
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    Chapter 5 Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection
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    Chapter 6 Individuals’ Motivations to Adopt Smart Technologies for Tourism - Discrepancy Between Initial and Post Adoption
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    Chapter 7 Usability Evaluation and Redesign of an IoE Portal
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    Chapter 8 ‘Wizard of Oz’ Study for Controlling Living Room Lighting
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    Chapter 9 Heuristics to Evaluate the Usability of Ubiquitous Systems
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    Chapter 10 Freehand Gesture-Based 3D Manipulation Methods for Interaction with Large Displays
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    Chapter 11 It Made More Sense: Comparison of User-Elicited On-skin Touch and Freehand Gesture Sets
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    Chapter 12 MIDAS-M: A Software Framework for Supporting Multimodal Interaction on Heterogeneous Interaction Devices for Cloud Applications
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    Chapter 13 Design and Evaluation of Cross-Objects User Interface for Whiteboard Interaction
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    Chapter 14 Experience Design of Social Interaction for Generation Y Based on Tangible Interaction
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    Chapter 15 Propositions for a Mid-Air Interactions System Using Leap-Motion for a Collaborative Omnidirectional Immersive Environment
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    Chapter 16 A Smart City Application for Sharing Up-to-date Road Surface Conditions Detected from Crowdsourced Data
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    Chapter 17 Building a Platform Society Towards Sustainability Based on Internet-of-Things
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    Chapter 18 Knowledge-Based Approach to Modeling Urban Dynamics
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    Chapter 19 A Service Infrastructure for Human-Centered IoT-Based Smart Built Environments
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    Chapter 20 Food Ordering Service System Design for Chinese Urban Commuters Based on Internet of Things
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    Chapter 21 Real-Time Visualization of the Degree of Indoor Congestion with Smartphone-Based Participatory Sensing
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    Chapter 22 Radioactive Soundscape Project
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    Chapter 23 Civic Tech and Ambient Data in the Public Realm
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    Chapter 24 Intelligent Painting Based on Social Internet of Things
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    Chapter 25 Guidance Method to Allow a User Free Exploration with a Photorealistic View in 3D Reconstructed Virtual Environments
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    Chapter 26 Wearable AR Platform for K-Culture Time Machine
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    Chapter 27 Flyer Mapping in Art Museums: Acquiring Implicit Feedback Using Physical Objects
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    Chapter 28 The Construction of Art in Virtual Reality and Its Education
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    Chapter 29 Painting Image Classification Using Online Learning Algorithm
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    Chapter 30 The Study and Application of Smart Art Community Service with “ESPSAS” Internet of Things Platform
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    Chapter 31 Geometry-Aware Interactive AR Authoring Using a Smartphone in a Wearable AR Environment
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    Chapter 32 A Preliminary Study of Smart Seat Cushion Design
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    Chapter 33 Human-Sensing: Low Resolution Thermal Array Sensor Data Classification of Location-Based Postures
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    Chapter 34 Ambient Information Design to Amplify Connections Between New Empty Nest Parents and Their Children
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    Chapter 35 Breath Is to Be Perceived - Breathing Signal Sharing Involved in Remote Emotional Communication
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    Chapter 36 Development and Evaluation of a Non-obtrusive Patient Monitoring System with Smart Patient Beds
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    Chapter 37 Design of Internet Rehabilitation Service System with Individual Assessment Data for Autistic Children
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    Chapter 38 Using Eye Tracking to Map Behaviors in an Online Course Prototype About Epilepsy
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    Chapter 39 Building Tools for Creative Data Exploration: A Comparative Overview of Data-Driven Design and User-Centered Design
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    Chapter 40 The Foundation of the SEE BEYOND Method: Fashion Design and Neuroeducation Applied to the Teaching of the Project Methodology to Students with Congenital and Acquired Blindness
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    Chapter 41 Interaction/Cognition in Design: The Red Bull Station’s Classroom Case Study
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    Chapter 42 A Programming Cutting System to Enhance Productivity with Individualities
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    Chapter 43 Mobile Augmented Games in Playable Cities: Humorous Interaction with Pokémon Go
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    Chapter 44 Virtual Reality Games, Therapeutic Play and Digital Healing
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    Chapter 45 Emergence in Game Design: Theoretical Aspects and Project’s Potentialities
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    Chapter 46 Augmented Reality Games for Learning: A Literature Review
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    Chapter 47 Humor as an Ostensive Challenge that Displays Mind-Reading Ability
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    Chapter 48 Modelling Playful User Interfaces for Hybrid Games
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    Chapter 49 Visualizing Incongruity and Resolution: Visual Data Mining Strategies for Modeling Sequential Humor Containing Shifts of Interpretation
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    Chapter 50 Players’ Experience of an Augmented Reality Game, Pokémon Go : Inspirations and Implications for Designing Pervasive Health Gamified Applications
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    Chapter 51 Making Fun of Failures Computationally
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    Chapter 52 I Read the News Today, Oh Boy
Attention for Chapter 15: Propositions for a Mid-Air Interactions System Using Leap-Motion for a Collaborative Omnidirectional Immersive Environment
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Chapter title
Propositions for a Mid-Air Interactions System Using Leap-Motion for a Collaborative Omnidirectional Immersive Environment
Chapter number 15
Book title
Distributed, Ambient and Pervasive Interactions
Published by
Springer, Cham, July 2017
DOI 10.1007/978-3-319-58697-7_15
Book ISBNs
978-3-31-958696-0, 978-3-31-958697-7
Authors

Robin Vivian

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 2 50%
Student > Ph. D. Student 1 25%
Student > Master 1 25%
Readers by discipline Count As %
Computer Science 3 75%
Design 1 25%