ArtsIT, Interactivity and Game Creation 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
by
 
Brooks, Anthony L. editor.

Title
ArtsIT, Interactivity and Game Creation 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Author
Brooks, Anthony L. editor.

ISBN
9783031289934

Edition
1st ed. 2023.

Physical Description
XV, 634 p. 318 illus., 266 illus. in color. online resource.

Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 479

Contents
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.

Added Author
Brooks, Anthony L.

Added Corporate Author
SpringerLink (Online service)

Electronic Access
https://doi.org/10.1007/978-3-031-28993-4


LibraryMaterial TypeItem BarcodeShelf Number[[missing key: search.ChildField.HOLDING]]Status
Online LibraryE-Book520308-1001XX(520308.1)Elektronik Kütüphane