ArtsIT, Interactivity and Game Creation 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings /

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...

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Ente Autore: SpringerLink (Online service)
Altri autori: Brooks, Anthony L. (Redattore)
Natura: Elettronico eBook
Lingua:inglese
Pubblicazione: Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
Edizione:1st ed. 2023.
Serie:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 479
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Accesso online:https://doi.org/10.1007/978-3-031-28993-4
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Sommario:
  • 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.