ArtsIT, Interactivity and Game Creation
Springer International Publishing (Verlag)
978-3-031-28992-7 (ISBN)
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.
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.
Erscheinungsdatum | 05.04.2023 |
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Reihe/Serie | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
Zusatzinfo | XV, 634 p. 318 illus., 266 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 985 g |
Themenwelt | Technik ► Elektrotechnik / Energietechnik |
Technik ► Nachrichtentechnik | |
Schlagworte | Applications • Artificial Intelligence • Computer Networks • Computer Science • Computer systems • computer vision • conference proceedings • Education • Engineering • Human-Computer Interaction (HCI) • Human engineering • Image Processing • Informatics • information systems • interactive computer graphics • machine learning • Research • User Interfaces • Virtual Reality |
ISBN-10 | 3-031-28992-7 / 3031289927 |
ISBN-13 | 978-3-031-28992-7 / 9783031289927 |
Zustand | Neuware |
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