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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| Altri autori: | |
| Natura: | Elettronico eBook |
| Lingua: | inglese |
| Pubblicazione: |
Cham :
Springer Nature Switzerland : Imprint: Springer,
2023.
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| Edizione: | 1st ed. 2023. |
| Serie: | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
479 |
| Soggetti: | |
| 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.