000 | 06926nam a22005895i 4500 | ||
---|---|---|---|
001 | 978-3-031-28993-4 | ||
003 | DE-He213 | ||
005 | 20240423125439.0 | ||
007 | cr nn 008mamaa | ||
008 | 230401s2023 sz | s |||| 0|eng d | ||
020 |
_a9783031289934 _9978-3-031-28993-4 |
||
024 | 7 |
_a10.1007/978-3-031-28993-4 _2doi |
|
050 | 4 | _aTK5101-5105.9 | |
072 | 7 |
_aTJK _2bicssc |
|
072 | 7 |
_aTEC041000 _2bisacsh |
|
072 | 7 |
_aTJK _2thema |
|
082 | 0 | 4 |
_a621.382 _223 |
245 | 1 | 0 |
_aArtsIT, Interactivity and Game Creation _h[electronic resource] : _b11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings / _cedited by Anthony L. Brooks. |
250 | _a1st ed. 2023. | ||
264 | 1 |
_aCham : _bSpringer Nature Switzerland : _bImprint: Springer, _c2023. |
|
300 |
_aXV, 634 p. 318 illus., 266 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, _x1867-822X ; _v479 |
|
505 | 0 | _aDialogues 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. | |
520 | _aThis book constitutes the refereed post-conference proceedings the 11th 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. | ||
650 | 0 | _aTelecommunication. | |
650 | 0 | _aApplication software. | |
650 | 0 | _aSignal processing. | |
650 | 0 | _aEducation. | |
650 | 0 |
_aSocial sciences _xData processing. |
|
650 | 1 | 4 | _aCommunications Engineering, Networks. |
650 | 2 | 4 | _aComputer and Information Systems Applications. |
650 | 2 | 4 | _aSignal, Speech and Image Processing. |
650 | 2 | 4 | _aEducation. |
650 | 2 | 4 | _aComputer Application in Social and Behavioral Sciences. |
700 | 1 |
_aBrooks, Anthony L. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031289927 |
776 | 0 | 8 |
_iPrinted edition: _z9783031289941 |
830 | 0 |
_aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, _x1867-822X ; _v479 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-28993-4 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
912 | _aZDB-2-LNS | ||
942 | _cSPRINGER | ||
999 |
_c178039 _d178039 |