Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 328
Editat de Anthony Brooks, Eva Irene Brooksen Limba Engleză Paperback – 28 iul 2020
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Specificații
ISBN-13: 9783030532932
ISBN-10: 3030532933
Ilustrații: XX, 790 p. 217 illus., 191 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 1.12 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Locul publicării:Cham, Switzerland
ISBN-10: 3030532933
Ilustrații: XX, 790 p. 217 illus., 191 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 1.12 kg
Ediția:1st ed. 2020
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 and Code: Programming as a medium.- reating with the Digital: Tool, Medium, Mediator, Partner.- Targeting Experiences.-Real-time Measurement and Analysis of Audience Response.- Out of the Box, Into the Cubes: Envisioning User Experiences through a Tool for Gamification, Toyification and Playification.-Balancing Enlightenment and Experience in Interactive Exhibition Design.- Audience Perception of Exaggerated Motions on Realistic Animated Animal Characters.-Towards a Conceptual Design Framework for Emotional Communication Systems for Long-Distance Relationships.- Developing a user-centred Communication Pad for Cognitive and Physical Impaired People.-Evaluating Interactions with a Cognitively Biased Robot in a Creative Collaborative Task.- A Positional Infrared Tracking System Using Nonindividualised HRTFs to Simulate a Loudspeaker Setup and its Influence on Externalisation of Music.- Finding, Feeling and Sharing the Value of a Landscape Extended Realities, Artificial Intelligence and Interfaces.- Extended Realities, Artificial Intelligence and Interfaces.- Hosting social touch in public space of merging realities.- Renoir in VR: Comparing the Relaxation from Artworks Inside and Outside of Virtual Reality.- Procedurally Generated Self Overlapping Mazes in Virtual Reality.- Navigating procedurally generated overt self-overlapping environments in VR.- Staging Virtual Reality Exhibits for Bystander Involvement in Semi-Public Spaces.- Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology.- ”But Wait, There’s More!” A Deeper Look into Temporally Placing Touch Gesture Signifiers.- Co-Designing Object Shapes with Artificial Intelligence.- Authentication of Art: assessing the performance of a machine learning based authentication method.- “What I See Is What You Get” Explorations of live artwork generation, artificial intelligence, and human interaction in a pedagogical environment.- Games, Gamification and Accessible Games.- Games, Gamification and Accessible Games.- Challenges for designing adaptive gamification in telerehabilitation systems for heart failure patients’ self-management.- Co-Creating Virtual Reality Applications for MotorRehabilitation with Physiotherapists.- Towards Sustainable Inclusive Game Design Processes.- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder.- The Deadly Gamification Challenge of BlueWhale.- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning.- Make waste fun again! A gamification approach to recycling.- Our Museum Game: A Collaborative Game forUser-Centered Exhibition Design.- Adoption of requirements engineering methods in game development: A literature and postmortem analysis.- Designing a Serious Game to Raise Awareness of Intimate.- Partner Violence Among Adolescents in the UK: The Use of ‘Good Games’ Principles for Effective Behavioural Change.- Personalization of Educational Video Games in APOGEE.- Arts and Artist.- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies.- SimonXXL -Investigating Spontaneous Group Formation around Public Installations.- Interactive Arts and Disability: a conceptual model toward understanding participation.- Nature and Nurturance across the ages: Modest means for modern times.- Huge Balls: A ludo-narrative exploration of game art.- Playing with the Artist.- Design as a Knowledge Constructing Activity.- Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading with Story Apps.- Designing a smart toy interactive setting for creatingstories.- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships.- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design.- Enabling rural women in India to speculate futuresthrough games and theatre: A participatory approach.- Learning Designs and Participation through Digital Technologies.- Learning Designs and Participation through DigitalTechnologies.- Teachers’ Preferable Attributes of E-Learning Resources.- Innovative Inclusive Educational Technology in Language.- Classrooms and Learner Perspectives: A Study of NineLearner Narratives.- GLOBE - Digital literacy and organizational learning by scenario-driven exercises.- Problem Solving and Collaboration when School ChildrenDevelop Game Designs.- To become digitally competent: A study of educators’ participation in professional learning.- Do people with diabetes follow the recommendations? Astudy of motivational and compliance factors of people with type 1 diabetes.- Innovation, Inclusion and Emerging Technologies.- Innovation, Inclusion and Emerging Technologies.- VR situated simulations.- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder.- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation.- Designing and Learning with IoT in a Passion-BasedConstructionist Context.- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship.