↓ Skip to main content

Entertainment Computing – ICEC 2018

Overview of attention for book
Cover of 'Entertainment Computing – ICEC 2018'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Dynamic Projection Mapping on Multiple Non-rigid Moving Objects for Stage Performance Applications
  3. Altmetric Badge
    Chapter 2 Applying Design Thinking for Prototyping a Game Controller
  4. Altmetric Badge
    Chapter 3 Diminishing Reality
  5. Altmetric Badge
    Chapter 4 Live Probabilistic Editing for Virtual Cinematography
  6. Altmetric Badge
    Chapter 5 Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment
  7. Altmetric Badge
    Chapter 6 Aspects that Need to Be Addressed During the Development of Location-Based Games
  8. Altmetric Badge
    Chapter 7 Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity
  9. Altmetric Badge
    Chapter 8 Learning to Identify Rush Strategies in StarCraft
  10. Altmetric Badge
    Chapter 9 Design and Evaluation of a Fall Prevention Multiplayer Game for Senior Care Centres
  11. Altmetric Badge
    Chapter 10 Comedy in the Ludonarrative of Video Games
  12. Altmetric Badge
    Chapter 11 Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
  13. Altmetric Badge
    Chapter 12 Analysis of the Effect of Number of Players on the Excitement of the Game with Respect to Fairness
  14. Altmetric Badge
    Chapter 13 The Influence of Digital Convergence/Divergence on Digital Media Business Models
  15. Altmetric Badge
    Chapter 14 Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience?
  16. Altmetric Badge
    Chapter 15 Dance Dance Gradation: A Generation of Fine-Tuned Dance Charts
  17. Altmetric Badge
    Chapter 16 Playful Information Access Through Virtual Creatures
  18. Altmetric Badge
    Chapter 17 Validating the Creature Believability Scale for Videogames
  19. Altmetric Badge
    Chapter 18 The Programmable Drone for STEM Education
  20. Altmetric Badge
    Chapter 19 A Taxonomy of Synchronous Communication Modalities in Online Games
  21. Altmetric Badge
    Chapter 20 Realtime Musical Composition System for Automatic Driving Vehicles
  22. Altmetric Badge
    Chapter 21 Circus Noel : A Case Study into Interaction and Interface Design for Cinematic VR
  23. Altmetric Badge
    Chapter 22 Reorientation Method to Suppress Simulator Sickness in Home VR Contents Using HMD
  24. Altmetric Badge
    Chapter 23 A.R.M. - Augmented Reality Muscularity
  25. Altmetric Badge
    Chapter 24 Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy
  26. Altmetric Badge
    Chapter 25 Engagement in Interactive Digital Storytelling: Sampling Without Spoiling
  27. Altmetric Badge
    Chapter 26 Playing with Empathy Through a Collaborative Storytelling Game
  28. Altmetric Badge
    Chapter 27 Construction of Mixed Reality Story Environment Based on Real Space Shape
  29. Altmetric Badge
    Chapter 28 Digital Therapies
  30. Altmetric Badge
    Chapter 29 Data Reduction of Indoor Point Clouds
  31. Altmetric Badge
    Chapter 30 Designing ‘Wall Mounted Level’ – A Cooperative Mixed-Reality Game About Reconciliation
  32. Altmetric Badge
    Chapter 31 Automatic Generation of the Periodic Hair Motion of 3D Characters for Anime Production
  33. Altmetric Badge
    Chapter 32 An iTV Prototype for Content Unification
  34. Altmetric Badge
    Chapter 33 Content Unification: A Trend Reshaping the iTV Ecosystem
  35. Altmetric Badge
    Chapter 34 Creating Art Installation in Virtual Reality. The Stilleben Project
  36. Altmetric Badge
    Chapter 35 Design of a Mixed-Reality Serious Game to Tackle a Public Health Problem
  37. Altmetric Badge
    Chapter 36 Converging Data Storytelling and Visualisation
  38. Altmetric Badge
    Chapter 37 A Systematic Mapping of Game-Based Methods to Tackle a Public Health Problem
  39. Altmetric Badge
    Chapter 38 Workshop on Robot Competitions
  40. Altmetric Badge
    Chapter 39 NOVELICA: A Visual Novel System to Make People Forget Their Negative Feelings on Mathematics
  41. Altmetric Badge
    Chapter 40 Imperceptible Art
  42. Altmetric Badge
    Chapter 41 Tappetina: An Ecosystem of Art, Software, and Research
  43. Altmetric Badge
    Chapter 42 Designing Entertainment for the Aging Population
  44. Altmetric Badge
    Chapter 43 Storytelling: A Medium for Co-design of Health and Well-Being Services for Seniors
  45. Altmetric Badge
    Chapter 44 User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
  46. Altmetric Badge
    Chapter 45 Providing Life-Style-Intervention to Improve Well-Being of Elderly People
  47. Altmetric Badge
    Chapter 46 Intergenerational Joint Media Engagement
  48. Altmetric Badge
    Chapter 47 Physical Activity Among Older Adults: A Meta-review of EU-Funded Research Projects
  49. Altmetric Badge
    Chapter 48 Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?
  50. Altmetric Badge
    Chapter 49 Who Will Be the Leaders in Top Academic Positions in Entertainment Computing?
  51. Altmetric Badge
    Chapter 50 Serious Games in Special Education. A Practitioner’s Experience Review
  52. Altmetric Badge
    Chapter 51 Perspectives on Accessibility in Digital Games
  53. Altmetric Badge
    Chapter 52 Adult Perception of Gender-Based Toys and Their Influence on Girls’ Careers in STEM
Attention for Chapter 46: Intergenerational Joint Media Engagement
Altmetric Badge

Mentioned by

twitter
1 tweeter
facebook
1 Facebook page

Readers on

mendeley
5 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Chapter title
Intergenerational Joint Media Engagement
Chapter number 46
Book title
Entertainment Computing – ICEC 2018
Published by
Springer, Cham, September 2018
DOI 10.1007/978-3-319-99426-0_46
Book ISBNs
978-3-31-999425-3, 978-3-31-999426-0
Authors

Ana Carla Amaro, Lidia Oliveira, Vania Baldi

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

Geographical breakdown

Country Count As %
Unknown 5 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 2 40%
Professor 1 20%
Student > Master 1 20%
Student > Doctoral Student 1 20%
Readers by discipline Count As %
Arts and Humanities 1 20%
Computer Science 1 20%
Sports and Recreations 1 20%
Psychology 1 20%
Social Sciences 1 20%
Other 0 0%