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
Anthony Brooks (Redaktør) ; Eva Irene Brooks (Redaktør)
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Utgitt:
2020
Forlag: Springer Nature Switzerland AG
Innbinding: Paperback
Språk: Engelsk
Sider: 790
ISBN: 9783030532932
Format: 24 x 16 cm
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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 Motor Rehabilitation with Physiotherapists.- Towards Sustainable Inclusive Game Design Processes.- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to Children Diagnosed with Autism Spectrum Disorder.- The Deadly Gamification Challenge of BlueWhale.- Stars, Crests & Medals: Visual Badge Design Framework to Gamify and Certify Online Learning.- Make waste fun again! A gamification approach to recycling.- Our Museum Game: A Collaborative Game for User-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 concep