Buch, Englisch, Band 695, 460 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 721 g
14th EAI International Conference, ArtsIT 2025, Dubai, United Arab Emirates, November 7-9, 2025, Proceedings, Part I
Buch, Englisch, Band 695, 460 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 721 g
ISBN: 978-3-032-26995-9
Verlag: Springer
This two-volume set LNICST 695-696 constitutes the proceedings of the 14th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2025, held in Dubai, United Arab Emirates, during November 7–9, 2025.
The 53 full papers included in these volumes were carefully reviewed and selected from189 submissions. They are organized into the following topical sections: Advanced Game Accessibility; Broadcasting in the AI Age; Exploring Digital Innovation; Accessible Digital Music; Art and Design in the AI Era; Interactive Design in Intangible Heritage; Transcending Reality; Exploring the Intersection of Biofeedback and Art; and Posters & Demos.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Technische Wissenschaften Elektronik | Nachrichtentechnik Elektronik
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Museumskunde, Materielle Kultur, Erinnerungskultur
- Mathematik | Informatik EDV | Informatik Technische Informatik Netzwerk-Hardware
- Technische Wissenschaften Elektronik | Nachrichtentechnik Nachrichten- und Kommunikationstechnik Signalverarbeitung
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturwissenschaften
Weitere Infos & Material
.- Main (+ Late) track.
.- Reflections on Using the Relational Modelling Tool for Describing, Visualising and Generating Interactive Dialogues.
.- Impact of Spatial and Temporal Game Elements on Educational Games in IT-Security.
.- Empathic Design: A Case Study Combining Participatory and Speculative Methods.
.- Could AI Be Awarded the Nobel Prize in Literature?
.- NeoStory: Context-Aware Dynamic Narratives using Language Models and Structured Knowledge.
.- A Vocabulary Acquisition Learning System with Sand-Based Gamified Tangible Interface.
.- Decorating the Institution: Unacknowledged Emotional Labor in Designing AI Tools for Gender Equality.
.- Comparative Evaluation of Two Types of Immersive Art Spaces Through Psychological Experiments.
.- Collaborative Curation in Distance Education for Design.
.- Virtual Reality and the Dynamics of Engagement: A Trivia Game-Based Approach For Learning.
.- Enhancing Creative Workflows in Visual Effects with Procedural Edge De-Spill for Chroma Key Compositing.
.- Evaluating Approaches to Super-Resolution Tailored to Artwork.
.- Structuring and Querying a Bharatanatyam Choreography.
.- Process Mining Powered by Machine Learning.
.- Empowering Youth Against Disinformation: What the TikTok Generation Expects from Educational Apps About Fake News.
.- We need Chinese!: Analyzing Players’ Online Feedback on Language Localization in Steam Reviews.
.- Synesthetic Storytelling: Visualizing Emotions through Geometry, Color, and Music.
.- Sport Athletes Re-Identification in Broadcast Images via 3D Pose Estimation.
.- Open Data as Interactive Comic Assembly - A Case Study on How to Learn from TikTok to Communicate Complex and Potentially Boring Things on a Website.
.- Augmented Violin: Real-Time Sound Transformation via Gesture Recognition.
.- Invisible Voice: Prototyping Alignment Infrastructure for Civic Action.
.- PromptRefine: An Interactive Prompt Refinement Framework for Enhanced Generative AI Output.
.- Finance Masters: Game-based Financial Learning for SME Managers.
.- EmoSync: Real-Time Emotion-Driven 3D Character Performance for Music in Virtual Reality.
.- Assessing Flow in Climbers Using Laban Movement Analysis and Real-Time Computer Vision.
.- Joyful Learning in Extended Reality: New Game Design Framework from the Review of Autism Access Practices.




