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Advances in Computer Entertainment

Overview of attention for book
Cover of 'Advances in Computer Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 Web Analytics: The New Purpose towards Predictive Mobile Games
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    Chapter 2 An Author-Centric Approach to Procedural Content Generation
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    Chapter 3 Providing Adaptive Visual Interface Feedback in Massively Multiplayer Online Games
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    Chapter 4 Persuasive Elements in Videogames: Effects on Player Performance and Physiological State
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    Chapter 5 Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints
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    Chapter 6 Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer
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    Chapter 7 Touch Me, Tilt Me – Comparing Interaction Modalities for Navigation in 2D and 3D Worlds on Mobiles
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    Chapter 8 Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback
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    Chapter 9 BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments
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    Chapter 10 Cuddly: Enchant Your Soft Objects with a Mobile Phone
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    Chapter 11 GuideMe: A Mobile Augmented Reality System to Display User Manuals for Home Appliances
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    Chapter 12 Petanko Roller
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    Chapter 13 Emoballoon
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    Chapter 14 Theory and Application of the Colloidal Display: Programmable Bubble Screen for Computer Entertainment
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    Chapter 15 Return of the Man-Machine Interface: Violent Interactions
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    Chapter 16 Non-branching Interactive Comics
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    Chapter 17 The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game
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    Chapter 18 Singing Like a Tenor without a Real Voice
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    Chapter 19 An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty
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    Chapter 20 Goin’ Goblins - Iterative Design of an Entertaining Archery Experience
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    Chapter 21 Engaging Users in Audio Labelling as a Movie Browsing Game with a Purpose
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    Chapter 22 Creating Immersive Audio and Lighting Based Physical Exercise Games for Schoolchildren
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    Chapter 23 Game Flux Analysis with Provenance
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    Chapter 24 The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests
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    Chapter 25 Six Enablers of Instant Photo Sharing Experiences in Small Groups Based on the Field Trial of Social Camera
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    Chapter 26 Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds
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    Chapter 27 A Framework for Evaluating Behavior Change Interventions through Gaming
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    Chapter 28 eVision: A Mobile Game to Improve Environmental Awareness
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    Chapter 29 Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments
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    Chapter 30 Meaning in Life as a Source of Entertainment
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    Chapter 31 D-FLIP: Dynamic and Flexible Interactive PhotoShow
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    Chapter 32 PukaPuCam: Enhance Travel Logging Experience through Third-Person View Camera Attached to Balloons
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    Chapter 33 Advances in MASELTOV – Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants
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    Chapter 34 Building an intelligent, authorable serious game for autistic children and their carers
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    Chapter 35 The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews
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    Chapter 36 Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession
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    Chapter 37 Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal
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    Chapter 38 OUTLIVE – An Augmented Reality Multi-user Board Game Played with a Mobile Device
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    Chapter 39 Onomatrack: Quick Recording of User’s Rhythmic Ideas Using Onomatopoeia
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    Chapter 40 Musical Interaction Design for Real-Time Score Recognition towards Applications for Musical Learning and Interactive Art
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    Chapter 41 How to Make Tangible Games and Not Die in the Attempt
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    Chapter 42 Touch, Taste, and Smell: Multi-sensory Entertainment
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    Chapter 43 Between Music and Games: Interactive Sonic Engagement with Emergent Behaviors
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    Chapter 44 Linear Logic Validation and Hierarchical Modeling for Interactive Storytelling Control
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    Chapter 45 GlowSteps – A Decentralized Interactive Play Environment for Open-Ended Play
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    Chapter 46 Eat&Travel: A New Immersive Dining Experience for Restaurants
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    Chapter 47 Evaluation of the Dialogue Information Function of Interactive Puppet Theater: A Puppet-Show System for Deaf Children
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    Chapter 48 Music Puzzle: An Audio-Based Computer Game That Inspires to Train Listening Abilities
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    Chapter 49 Enabling Interactive Bathroom Entertainment Using Embedded Touch Sensors in the Bathtub
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    Chapter 50 Audio-Haptic Rendering of Water Being Poured from Sake Bottle
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    Chapter 51 Living Chernoff Faces: Bringing Drama and Infotainment to Public Displays
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    Chapter 52 Character Visualization in Miniature Environments with an Optical See-through Head-Mounted Display
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    Chapter 53 MARIO: Mid-Air Augmented RealityInteraction with Objects
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    Chapter 54 A Face-Like Structure Detection on Planet and Satellite Surfaces Using Image Processing
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    Chapter 55 Tinkering in Scientific Education
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    Chapter 56 Modeling Player-Character Engagement in Single-Player Character-Driven Games
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    Chapter 57 Paintrix: Color Up Your Life!
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    Chapter 58 The ToyVision Toolkit for Tangible Games
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    Chapter 59 Ball of Secrets
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    Chapter 60 ‘P.S.(Postscript)’ : Hearing of Your Heartstring
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    Chapter 61 Children Ideation Workshop
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    Chapter 62 Dosukoi-Tap: The Virtual Paper Sumo Game
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    Chapter 63 DropNotes: A Music Composition Interface Utilizing the Combination of Affordances of Tangible Objects
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    Chapter 64 Could the Player’s Engagement in a Video Game Increase His/Her Interest in Science?
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    Chapter 65 Block Device System with Pattern Definition Capability by Visible Light
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    Chapter 66 Multi-sensor Interactive Systems for Embodied Learning Games
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    Chapter 67 Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints
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    Chapter 68 Mood Dependent Music Generator
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    Chapter 69 A Tangible Platform for Mixing and Remixing Narratives
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    Chapter 70 Network Shogi Environment with Discussion Support after Games
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    Chapter 71 Hospital Hero: A Game for Reducing Stress and Anxiety of Hospitalized Children in Emergency Room
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    Chapter 72 Toinggg: How Changes in Children’s Activity Level Influence Creativity in Open-Ended Play
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    Chapter 73 ZooMor: Three Stages of Play for a Sleeping Creature
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    Chapter 74 Advances in Computer Entertainment
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    Chapter 75 Computer Entertainment in Cars and Transportation
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    Chapter 76 Possibility of Analysis of "Big Data" of Kabuki Play in 19th Century Using the Mathematical Model of Hit Phenomena
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    Chapter 77 Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience
Overall attention for this book and its chapters
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Mentioned by

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1 news outlet
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24 tweeters
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1 Facebook page
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1 video uploader

Readers on

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Title
Advances in Computer Entertainment
Published by
Springer, November 2013
DOI 10.1007/978-3-319-03161-3
ISBNs
978-3-31-903161-3, 978-3-31-903160-6
Editors

Dennis Reidsma, Haruhiro Katayose, Anton Nijholt

Twitter Demographics

The data shown below were collected from the profiles of 24 tweeters 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 86 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 86 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 1%
Student > Bachelor 1 1%
Other 1 1%
Unknown 83 97%
Readers by discipline Count As %
Business, Management and Accounting 1 1%
Engineering 1 1%
Design 1 1%
Unknown 83 97%