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ArtsIT, Interactivity and Game Creation : 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings / edited by Anthony L. Brooks.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Brooks, Anthony L., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-822X ; 479
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-822X ; 479
Language:
English
Subjects (All):
Telecommunication.
Application software.
Signal processing.
Education.
Social sciences-Data processing.
Communications Engineering, Networks.
Computer and Information Systems Applications.
Signal, Speech and Image Processing .
Computer Application in Social and Behavioral Sciences.
Local Subjects:
Communications Engineering, Networks.
Computer and Information Systems Applications.
Signal, Speech and Image Processing .
Education.
Computer Application in Social and Behavioral Sciences.
Physical Description:
1 online resource (XV, 634 pages) : 317 illustrations, 265 illustrations in color.
Edition:
1st ed. 2023.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
System Details:
text file PDF
Summary:
This 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.
Contents:
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 and N4 Grammatical Concepts for Japanese
CryptoKitties vs. Axie Infinity: Computational Analysis of NFT Game Reddit Discussions
Preferences of Student in-Game Elements 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.
Other Format:
Printed edition:
ISBN:
978-3-031-28993-4
9783031289934
Access Restriction:
Restricted for use by site license.

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