Buch, Englisch, 324 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 5153 g
5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2-3, 2016, Proceedings
Buch, Englisch, 324 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 5153 g
ISBN: 978-3-319-55833-2
Verlag: Springer
The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education.- The farm game: A game designed to follow children’s playing maturity.- SceneMaker: Creative Technology for Digital StoryTelling.- Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model.- Gamify HCI: Device’s Human Resolution for Dragging on Touch Screens in a Game with Lab and Crowd Participants.- Maze and Mirror Game Design for Increasing Motivation in Studying Science in Elementary School Students.- Towards a wearable interface for immersive telepresence in robotics.- Designing Digital Tools for Physiotherapy.- Enriching location-based games with navigational game activities.- Pairing craft-making with Mandarin eBooks: An investigation into the potential use of craft for language learning by preschoolers.- Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI.- CollaTrEx – Collaborative Context-Aware Mobile Training and Exploration.- Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes.- Assessment of Stand-Alone Displays for Time Management in a Creativity-Driven Learning Environment.- Sandtime- A Tangible Interaction Featured Gaming Installation To Encourage Social Interaction Among Children.- The Imitation Game to Cultural Heritage: A Human-like Interaction Driven Approach for Supporting Art Recreation.- Enhancing the Multisensory Environment with Adaptive Game Audio Techniques.- Investigating the Effect of Scaffolding in Modern Game Design.- Multi-Kinect Skeleton Fusion for Enactive Games.- Analysing Emotional Sentiment in People’s YouTube Channel Comments.- Mobile Device Applications for Head Start Experience in Music.- The Effect of Interacting with Two Devices when Creating the Illusion of Internal State in Passive Tangible Widgets.- A Multimodal Interaction Framework for Blended Learning.- Widening the Experience of Artistic Sketchbooks.- Considerations and Methods for Usability Testing with Children.- An Adaptation Framework for Turning Real-Life Events into Games: The Design Process of the Refugee Game.- Emotion Index of Cover Song Music Video Clips based on Facial Expression Recognition.- The opportunities of applying the 360° Video Technology to the presentation of cultural events.- Learning Together Apart – the Impact on Participation when Using Dialogic Educational Technologies for Kids with Attention and Developmental Deficits.- Learning by Designing Interview Methods in Special Education.- Powerlessness or Omnipotence – the Impact of Structuring Technologies in Learning Processes for Children with Attention and Developmental Deficits.- Pyramid Algorithm Framework for Real-Time Image Effects in Game Engines.- Engaging with the intangible cultural heritage of the city.- Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces.- AcuTable: A Touch-enabled, Actuated Tangible User Interface.




