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Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 367

Editat de Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan
en Limba Engleză Paperback – 10 apr 2021
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 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. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.
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Specificații

ISBN-13: 9783030734251
ISBN-10: 3030734250
Pagini: 478
Ilustrații: XI, 478 p. 201 illus., 165 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.68 kg
Ediția:1st ed. 2021
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Locul publicării:Cham, Switzerland

Cuprins

Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging.- Embodiment in Virtual Reality Performance.- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals.- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object.- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum.- Space Pace: Method for creating augmented reality tours based on 360 videos.- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play.- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research.- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games.- Video game development processes that generate engagement in the players.- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom.- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming.- Context-based Visual Design Language for Design Communication.- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality.- Optimizations of VR360 Animation Production Process.- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts.- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets.- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership.- Bio-related Design Genres: A Survey on Familiarity and Potential Applications.- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches.- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation.- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families.- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review.- Effects of virtual reality in the area of responsible decision-making training on adolescents.