Brooks | Interactivity, Game Creation, Design, Learning, and Innovation | Buch | 978-3-030-53293-2 | sack.de

Buch, Englisch, Band 328, 790 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 1206 g

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

Brooks

Interactivity, Game Creation, Design, Learning, and Innovation

8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6¿8, 2019, Proceedings

Buch, Englisch, Band 328, 790 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 1206 g

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

ISBN: 978-3-030-53293-2
Verlag: Springer International Publishing


This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019.
The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
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Research

Weitere Infos & Material


Art and Code: Programming as a medium.- reating with the Digital: Tool, Medium, Mediator, Partner.- Targeting Experiences.-Real-time Measurement and Analysis of Audience Response.- Out of the Box, Into the Cubes: Envisioning User Experiences through a Tool for Gamification, Toyification and Playification.-Balancing Enlightenment and Experience in Interactive Exhibition Design.- Audience Perception of Exaggerated Motions on Realistic Animated Animal Characters.-Towards a Conceptual Design Framework for Emotional Communication Systems for Long-Distance Relationships.- Developing a user-centred Communication Pad for Cognitive and Physical Impaired People.-Evaluating Interactions with a Cognitively Biased Robot in a Creative Collaborative Task.- A Positional Infrared Tracking System Using Nonindividualised HRTFs to Simulate a Loudspeaker Setup and its Influence on Externalisation of Music.- Finding, Feeling and Sharing the Value of a Landscape Extended Realities, Artificial Intelligence and Interfaces.- Extended Realities, Artificial Intelligence and Interfaces.- Hosting social touch in public space of merging realities.- Renoir in VR: Comparing the Relaxation from Artworks Inside and Outside of Virtual Reality.- Procedurally Generated Self Overlapping Mazes in Virtual Reality.- Navigating procedurally generated overt self-overlapping environments in VR.- Staging Virtual Reality Exhibits for Bystander Involvement in Semi-Public Spaces.- Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology.- ”But Wait, There’s More!” A Deeper Look into Temporally Placing Touch Gesture Signifiers.- Co-Designing Object Shapes with Artificial Intelligence.- Authentication of Art: assessing the performance of a machine learning based authentication method.- “What I See Is What You Get” Explorations of live artwork generation, artificial intelligence, and human interaction in a pedagogical environment.- Games, Gamification and Accessible Games.- Games, Gamification and Accessible Games.- Challenges for designing adaptive gamification in telerehabilitation systems for heart failure patients’ self-management.- Co-Creating Virtual Reality Applications for MotorRehabilitation with Physiotherapists.- Towards Sustainable Inclusive Game Design Processes.- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder.- The Deadly Gamification Challenge of BlueWhale.- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning.- Make waste fun again! A gamification approach to recycling.- Our Museum Game: A Collaborative Game forUser-Centered Exhibition Design.- Adoption of requirements engineering methods in game development: A literature and postmortem analysis.- Designing a Serious Game to Raise Awareness of Intimate.- Partner Violence Among Adolescents in the UK: The Use of ‘Good Games’ Principles for Effective Behavioural Change.- Personalization of Educational Video Games in APOGEE.- Arts and Artist.- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies.- SimonXXL -Investigating Spontaneous Group Formation around Public Installations.- Interactive Arts and Disability: a conceptual model toward understanding participation.- Nature and Nurturance across the ages: Modest means for modern times.- Huge Balls: A ludo-narrative exploration of game art.- Playing with the Artist.- Design as a Knowledge Constructing Activity.- Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading with Story Apps.- Designing a smart toy interactive setting for creatingstories.- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships.- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design.- Enabling rural women in India to speculate futuresthrough games and theatre: A participatory approach.- Learning Designs and Participation through Digital Technologies.- Learning Designs and Participation through DigitalTechnologies.- Teachers’ Preferable Attributes of E-Learning Resources.- Innovative Inclusive Educational Technology in Language.- Classrooms and Learner Perspectives: A Study of NineLearner Narratives.- GLOBE - Digital literacy and organizational learning by scenario-driven exercises.- Problem Solving and Collaboration when School ChildrenDevelop Game Designs.- To become digitally competent: A study of educators’ participation in professional learning.- Do people with diabetes follow the recommendations? Astudy of motivational and compliance factors of people with type 1 diabetes.- Innovation, Inclusion and Emerging Technologies.- Innovation, Inclusion and Emerging Technologies.- VR situated simulations.- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder.- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation.- Designing and Learning with IoT in a Passion-BasedConstructionist Context.- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship.


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