Brooks | ArtsIT, Interactivity and Game Creation | Buch | 978-3-031-28992-7 | www.sack.de

Buch, Englisch, 634 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 972 g

Reihe: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Brooks

ArtsIT, Interactivity and Game Creation

11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
1. Auflage 2023
ISBN: 978-3-031-28992-7
Verlag: Springer Nature Switzerland

11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Buch, Englisch, 634 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 972 g

Reihe: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

ISBN: 978-3-031-28992-7
Verlag: Springer Nature Switzerland


This book constitutes the refereed post-conference proceedings the 11 EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022.

The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

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Dialogues Between Geometry, Computer Graphics and the Visual Arts (Special session).- [IN]Musicality: a collection of VR drawings and music as an artistic application of Hybrid Immersive Models.- 2000 eyes: Spherical View of La Fenice di Venezia. A Large-format equirectangular drawing with a gigapixel resolution.- A Comparative Study of Four 3D Facial Animation Methods: Skeleton, Blendshape, Audio-Driven, and Vision-Based Capture.- A Deep Learning-Based Approach for Generating 3D Models of Fluid Arts.-  Using off-the-shelf AR and VR software for teaching immersive perspectives to 9th grade students.- Geometrical feature identification of cuneiform signs on micro survey reconstruction.- Games and Gamification.- Digital Game-based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese.- CryptoKitties vs. Axie Infinity: Computational Analysis of NFT Game Reddit Discussions.- Preferences of Student in-GameElements for Implementation in Gamified Learning: a Survey Report.- Design Factors for an Educational Game where Girls and Boys Play Together to Learn Fundamental Programming.- Recreating Gaming Experience Through Spatial Augmented Reality.- IN[The Hate Booth]: a Gamified Installation to Counteract Hate Speech.- A Review of Game Design Techniques for Managing Suspense.- Implementation and Playtesting for a world adventure game’s Procedural Content Generation System.- Museums and the Virtual.-  Engaging Museum Visitors with AI-Generated Narration and Gameplay.- User experience of a conversational user interface in a museum.-  Designing Virtual Guides’ Characteristics for Remote Tourism in the Arctic.- User Experience in Virtual Museum - Evaluating Assassin’s Creed Odyssey: Discovery Tour.- VR Diet Museum: A Virtual Experience Designed for Better Learning and Reflection on Eating Habits and Its Effects.- Animation, AI,Books and Behavior.- The Impact of hybrid animation on the future of Animation.- Investigation of the Relationship between Artworks and Real Objects Using AI and Psychological Experiment.-  Transmediation Of The Illustrated Children’s Book «Goodnight Moon»: A Web-based Traditional Animation.- Analysis of Affective Behavior in the Artistic Installation Moviescape.- Fate, Death and marketing. Is a book the same product as yogurt or a car?.-  The singing bridge: sonification of a stress-ribbon footbridge.- Shadow Display Design Concepts for AI Enhanced Environments.- Fluency, Fashion, Emotion and Play.- Designing a multilingual, multimodal and collaborative platform of resources for higher education.- Desiring Machines and Affective Virtual Environments.- Development of Art Fashion by Integrating Art and Digital Textile Printing.- Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society: Inclusion and Access through Participatory Action-Research.- Movement, Film and Audio.- PirouNet: Creating Dance through Artist-Centric Deep Learning.-  Simulating Idiosyncratic Movement Qualities.- Audial Kinetics and the Disembodied Voice.- Banging interaction in ubiquitous music.- Motion capture as a tool of empowerment for female main characters.- Next Level Choreography: Applying a Transformer Network to Generate Improvised Dance Motions.-  Customising the Interactive Film.- Synaesthetic Sound Design in Virtual Reality.- Questioning Potentials of the Electrorganic aFrame in Music Therapy: Two client case studies with a single Music Therapist.- Enabling Genuine Connections in a Digital Learning Environment for Students Through Information Communication Technologies.-  Designing an Interactive 2-Level Circular Algorithm to Visualize and Support Collaboration in Science.- Cross-Sections Between Geometric Patterns of the Past and the Generative Arts of Today.- The Resurrection of Art and Human Dignity MAGNETS case study.- Touchy Tap: a Slow Technology for Shared Reflections on Water Consumption.- Shadows as Ambient Displays - a Design Space.



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