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Interactivity, Game Creation, Design, Learning, and Innovation

Overview of attention for book
Cover of 'Interactivity, Game Creation, Design, Learning, and Innovation'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Why It’s Art
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    Chapter 2 ArtsIT/DLI History, Research and Network Development
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    Chapter 3 Interfaces for Science: Conceptualizing an Interactive Graphical Interface
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    Chapter 4 Segmentation of Panels in d-Comics
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    Chapter 5 Co-designing Gaming Experiences for Museums with Teenagers
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    Chapter 6 Moderate Recursion: A Digital Artifact of Interactive Dance
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    Chapter 7 Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces
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    Chapter 8 The Development of Bǎi/摆: An Oscillating Sound Installation
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    Chapter 9 Art-Based User Research: Combining Art-Based Research and User Research to Inform the Design of a Technology to Improve Emotional Wellbeing
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    Chapter 10 A Framework for Branched Storytelling and Matchmaking in Multiplayer Games
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    Chapter 11 Interactive Evolution of Swarms for the Visualisation of Consumptions
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    Chapter 12 Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance Art
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    Chapter 13 Creative Approaches on Interactive Visualization and Characterization at the Nanoscale
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    Chapter 14 Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences – Recognition and Related Creating with and for Affordances
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    Chapter 15 Memorial Design Pattern Catalogue – Design Issues for Digital Remembrance
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    Chapter 16 Cyberella – Design Issues for Interactive 360 Degree Film
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    Chapter 17 Smart, Affective, and Playable Cities
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    Chapter 18 Serious Game for Teaching Statistics in Higher Education: Storyboard Design
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    Chapter 19 Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa
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    Chapter 20 Multidisciplinary Experience in the Creation of Pervasive Games for Interactive Spaces
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    Chapter 21 Scentgraphy - Interactive Installation of Scent Communication
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    Chapter 22 The Use of 360-Degree Video to Provide an Alternative Media Approach to Paralympic Sports
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    Chapter 23 “I Didn’t Know, You Could Do That” - Affordance Signifiers for Touch Gestures on Mobile Devices
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    Chapter 24 A Social App that Combines Dating and Museum Visiting Experiences
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    Chapter 25 Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems
  27. Altmetric Badge
    Chapter 26 Evolving Virtual Ecology
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    Chapter 27 A Serious Game for Hemophobia Treatment Phobos: First Insights
  29. Altmetric Badge
    Chapter 28 Inside the Geometry - Double Language
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    Chapter 29 Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation
  31. Altmetric Badge
    Chapter 30 To Design with Strings for Playability in Cities
  32. Altmetric Badge
    Chapter 31 A Storytelling Smart-City Approach to Further Cross-Regional Tourism
  33. Altmetric Badge
    Chapter 32 Re-interpreting Cities with Play Urban Semiotics and Gamification
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    Chapter 33 Fostering Social Interaction in Playful Cities
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    Chapter 34 Saving Face: Playful Design for Social Engagement, in Public Smart City Spaces
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    Chapter 35 Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague
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    Chapter 36 Infusing Creativity and Technology Through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes
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    Chapter 37 GLOBE – Cognitive and Social Competence Development by Virtual Collaboration and Simulation Games
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    Chapter 38 Makerspaces Promoting Students’ Design Thinking and Collective Knowledge Creation: Examples from Canada and Finland
  40. Altmetric Badge
    Chapter 39 Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings
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    Chapter 40 Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting
  42. Altmetric Badge
    Chapter 41 Dynamic Lighting in Classrooms: A New Interactive Tool for Teaching
  43. Altmetric Badge
    Chapter 42 Designing a Playful Robot Application for Second Language Learning
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    Chapter 43 Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources
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    Chapter 44 An Interactive Multisensory Virtual Environment for Developmentally Disabled
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    Chapter 45 Making Puppet Circuits
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    Chapter 46 From Stigma to Objects of Desire: Participatory Design of Interactive Jewellery for Deaf Women
  48. Altmetric Badge
    Chapter 47 Design, Learning and Innovation in Developing a Physical Activity Training Network: L.U.C.A.S Project
  49. Altmetric Badge
    Chapter 48 Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder
  50. Altmetric Badge
    Chapter 49 A Theory Based Dialogic Learning Architecture for Sustained Innovative Collaborative Learning Across Diversity and Professional Borders
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    Chapter 50 What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?
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    Chapter 51 Evolving Playful and Creative Activities When School Children Develop Game-Based Designs
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    Chapter 52 Effectiveness and Usability of a Developed Collaborative Online Tool for Children with ADHD
  54. Altmetric Badge
    Chapter 53 Learning Basic Mathematical Functions with Augmented Reality
  55. Altmetric Badge
    Chapter 54 A Tangible Constructivist AR Learning Method for Children with Mild to Moderate Intellectual Disability
  56. Altmetric Badge
    Chapter 55 ‘Portugal Without Fires’, A Data Visualization System to Help Analyze Forest Fire Data in Portugal
  57. Altmetric Badge
    Chapter 56 Development of a Pervasive Game for ADHD Children
  58. Altmetric Badge
    Chapter 57 What Is It Like to Be a Virtual Bat?
  59. Altmetric Badge
    Chapter 58 CodeCubes - Playing with Cubes and Learning to Code
Attention for Chapter 58: CodeCubes - Playing with Cubes and Learning to Code
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About this Attention Score

  • Average Attention Score compared to outputs of the same age

Mentioned by

1 tweeter


1 Dimensions

Readers on

9 Mendeley
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Chapter title
CodeCubes - Playing with Cubes and Learning to Code
Chapter number 58
Book title
Handbook of Experimental Pharmacology
Published in
Handbook of experimental pharmacology, January 2019
DOI 10.1007/978-3-030-06134-0_58
Book ISBNs
978-3-03-006133-3, 978-3-03-006134-0

Bárbara Cleto, João Martinho Moura, Luís Ferreira, Cristina Sylla

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

Geographical breakdown

Country Count As %
Unknown 9 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 22%
Student > Bachelor 2 22%
Lecturer 2 22%
Student > Master 2 22%
Unknown 1 11%
Readers by discipline Count As %
Computer Science 3 33%
Physics and Astronomy 1 11%
Economics, Econometrics and Finance 1 11%
Medicine and Dentistry 1 11%
Engineering 1 11%
Other 0 0%
Unknown 2 22%

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 09 February 2020.
All research outputs
of 15,621,958 outputs
Outputs from Handbook of experimental pharmacology
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Outputs of similar age
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Outputs of similar age from Handbook of experimental pharmacology
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Altmetric has tracked 15,621,958 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 464 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.7. This one is in the 32nd percentile – i.e., 32% 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 335,326 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 14 others from the same source and published within six weeks on either side of this one. This one is in the 21st percentile – i.e., 21% of its contemporaries scored the same or lower than it.