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ArtsIT, Interactivity and Game Creation [[electronic resource] ] : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part I / / edited by Anthony L. Brooks
ArtsIT, Interactivity and Game Creation [[electronic resource] ] : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part I / / edited by Anthony L. Brooks
Autore Brooks Anthony L
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (230 pages)
Disciplina 621.382
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Telecommunication
Application software
Signal processing
Education
Social sciences - Data processing
Computer networks
Communications Engineering, Networks
Computer and Information Systems Applications
Signal, Speech and Image Processing
Computer Application in Social and Behavioral Sciences
Computer Communication Networks
ISBN 3-031-55319-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Exploring new frontiers in Music Therapy -- Exploring the Theoretical Landscape of BehCreative: Artistic and Therapeutic Possibilities of an Extended Digital Musical Instrument -- Adapting the Emobook Life Story Book App for Reminiscence Focused Music Therapy in Dementia Care: An Interdisciplinary Participatory Design Approach -- Preliminary Findings from BehCreative: Exploring the Potential of Extended Digital Music Instruments for Music Therapy and Rehabilitation -- A systematic review of the technology available for data collection and assessment in music therapy -- Network Dance &Technology -- Sound Body as Embodied Poetic interaction -- Immersive dramaturgy. Aesthetic dance experiences embodied through virtual reality -- Dance And New Technologies: Different Interdisciplinary Approaches In Teaching And Practice -- Dance and Technology: different readings of the technologically mediated body -- Computational Art and the Creative Process -- Art as an expanded field: the case of the r/place social experiment -- OPHILIA: Cy-Collage Cyberperformance -- Bridging Computational Art and Climate Change: An analysis of a mobile application for raising awareness about climate change through art -- Guitar Improvisation Preparation and Practice: A Digital-Assisted Approach Integrating Set Theory and Mechanical Gesture Exploration -- Dignitas in the Metaverse -- Using Generative Models to Create a Visual Description of Climate Change.
Record Nr. UNINA-9910845489203321
Brooks Anthony L  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
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Lo trovi qui: Univ. Federico II
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ArtsIT, Interactivity and Game Creation : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II
ArtsIT, Interactivity and Game Creation : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II
Autore Brooks Anthony L
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (387 pages)
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Series
ISBN 3-031-55312-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910845483403321
Brooks Anthony L  
Cham : , : Springer International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
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ArtsIT, Interactivity and Game Creation : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II
ArtsIT, Interactivity and Game Creation : 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II
Autore Brooks Anthony L
Edizione [1st ed.]
Pubbl/distr/stampa Springer Nature Switzerland, 2024
Descrizione fisica 1 online resource (387 pages)
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Series
ISBN 3-031-55312-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910853991003321
Brooks Anthony L  
Springer Nature Switzerland, 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
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ArtsIT, Interactivity and Game Creation [[electronic resource] ] : 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / edited by Anthony L. Brooks
ArtsIT, Interactivity and Game Creation [[electronic resource] ] : 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / edited by Anthony L. Brooks
Autore Brooks Anthony L
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (640 pages)
Disciplina 700.105
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico 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
ISBN 9783031289934
9783031289927
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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-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.
Record Nr. UNISA-996546818303316
Brooks Anthony L  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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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
ArtsIT, Interactivity and Game Creation : 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / edited by Anthony L. Brooks
Autore Brooks Anthony L
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (640 pages)
Disciplina 700.105
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico 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
ISBN 9783031289934
9783031289927
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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-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.
Record Nr. UNINA-9910686772703321
Brooks Anthony L  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Creating digitally : shifting boundaries: arts and technologies--contemporary applications and concepts
Creating digitally : shifting boundaries: arts and technologies--contemporary applications and concepts
Autore Brooks Anthony L
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (562 pages)
Disciplina 701.15
Collana Intelligent Systems Reference Library
ISBN 3-031-31360-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- 1 New Media Arts-The Thinking Space for Digitality -- 1.1 Emphasis -- 1.2 ART + COM-An Interdisciplinary Media Lab in West-Berlin (1987-1992) -- 1.2.1 Home of the Brain (1990-91)-Philosophers Houses -- 1.3 VisWiz-Visual Wizzards at the GMD: The German National Research Center for Information Technology (1992-95) -- 1.3.1 Liquid Views (1992)-Narcissus' Digital Mirror. Ovid's Metamorphosis as a Real-Time Wave Algorithm -- 1.3.2 Responsive Workbench (1993)-Thinking with Your Hand -- 1.3.3 The Virtual Balance (1995)-Looking with Your Feet -- 1.3.4 Virtual Striptease-First Networked Virtual Studio TV Production (1995) -- 1.4 MARS-the Media Arts Research Studies at GMD (1995-2001) and at Fraunhofer (2001-2012) -- 1.4.1 Netzspannung.org-One of the First Media Art Online Archives (1998-2010) -- 1.4.2 Faces of the Archive -- 1.4.3 Semantic Map-A Navigation System for the Data Space (1999-2002) -- 1.4.4 MediaFlow-Thoughts in the Flow (2005) -- 1.4.5 Digital Sparks Matrix (2001-08) on the Web and on PointScreen (1996-2002) -- 1.4.6 Energy Passages-A Public Thinking Space (2004) -- 1.5 Digitality for Good or Bad -- 2 Pick My Brain: Thoughts on Anatomical Representations of the Human Inner Body from the Renaissance, Baroque Paintings, and Book Illustrations of the Modern Age to Current Medical Imaging Visualizations -- 2.1 Act 1. Pictorial Bodies: Anatomy Lesson's Mise-en-Scènes -- 2.2 Act 2. Paper Bodies: The Body-Corpse Unbound -- 2.3 Act 3. A Portrait in Absence: Pieter Claesz's Vanitas Still Life (Figure 2.6) -- 2.4 Coda. 'Bodies Without Organs', or Another (Book) Anatomy Lesson -- 2.4.1 Recollections -- 2.4.2 To Image and the Self-imaginary -- 2.4.3 Paper Sculptures and the Vanitas Series -- 2.4.4 A Portrait in Absence -- References.
3 A Framework of Networked Art as a Diagram that is an Image as a Map that is a Plan and that is a Space as a Territory -- 3.1 How Did I Get Where? -- 3.2 And from There? -- 3.3 Wayfinding -- 3.4 "I Looked, and, Behold, a New World!" [34] -- 3.5 "A Map Is Not the Territory It Represents" [40] -- References -- 4 Exercising Digitally: A Multi-Perspective Analysis of Exergames for Physical Activity and Health Promotion -- 4.1 A New Approach to Physical Activity and Health Promotion? -- 4.2 History of Exergaming: A Brief Overview of Products and Developers -- 4.2.1 Trial and Error -- 4.2.2 "Gamification" Versus "Sportification" -- 4.3 Status Quo: A Clustering Approach to Current Exergaming Products -- 4.3.1 Console-Based Exergaming -- 4.3.2 Virtual Reality (VR)-Based Exergaming -- 4.3.3 Cube-Based Exergaming -- 4.3.4 Smartphone-Based or Mobile Device-Based Exergaming -- 4.3.5 Ergometer-Based Exergames -- 4.3.6 Wall-Based Exergames -- 4.3.7 Exergaming Room Concepts -- 4.4 Potential Effects of Exergaming -- 4.4.1 Exercise Intensity and Energy Expenditure -- 4.4.2 Enjoyment -- 4.4.3 Health-Related Parameters -- 4.4.4 Exergaming and Cognitive Performance -- 4.4.5 Limitations of Current Literature -- 4.4.6 Conclusion -- 4.5 Considerations for the Design of Exergames -- 4.6 Summary and Future Directions -- 4.6.1 In a Nutshell -- 4.6.2 Future Directions -- 4.6.3 Trends: Exercising in the Metaverse for a Healthy (Real)-Life? -- References -- 5 Close Encounters of the Immersive Kind: Embodied Fundamentals and Future Directions of Affective Virtual Reality (VR) Design -- 5.1 Introduction -- 5.1.1 Affect and the Future of Virtual Reality Design -- 5.2 Embodied Fundamentals of VR Narrative Design -- 5.2.1 Research Methodology: Tuning into My Intuitive First-Person Perspective -- 5.2.2 Findings: Proposing an Embodiment Grammar.
5.3 The Encounter State as Pivotal to VR Design -- 5.3.1 Framing Encounters Through Dialogic Possibilities -- 5.3.2 Structuring Encounters Through Performative and Ludic Techniques -- 5.3.3 Choreographing Encounters to Generate Character Embodiment -- 5.3.4 VR Narrative Design Contributions to Conceptualisations of Presence, Immersion and Embodiment -- 5.4 Conclusion: The Future of VR Design -- 5.4.1 The Future of VR Design -- 5.4.2 Conclusion -- References -- 6 Creating Digitally: Computer Films/Screenlife/Zoom -- 6.1 Introduction -- 6.2 Screenlife Origins -- 6.3 From Desktop to #Screenlife -- 6.4 Zoom Films -- 6.5 #Sidiadoma [7] -- 6.6 Searching [25] -- 6.7 Conclusion -- References -- 7 Designing Interrogative Robot Theater: A Robot Who Won't Take No for an Answer -- 7.1 A Theoretical Framework -- 7.2 Robot Theater: A New or Old Practice? -- 7.2.1 Robot Theater and Human Robot Interaction -- 7.2.2 Robotic Performances and Performers -- 7.3 Interrogative Robot Theater: A Practice-Based Approach from Character Design to Staging -- 7.3.1 Staging/Blocking: Interaction Design (Director's Role) -- 7.3.2 Building a Character: Character Design (Actor's Role) -- 7.3.3 Script Writing: Dialogue Design (Playwright's Role) -- 7.4 Research Methodology Implemented: Come Hither to Me! -- 7.4.1 Character Design: ROVERita -- 7.4.2 Interaction Design (with Space and Audience): Staging and Designing Interactivity -- 7.4.3 Dialogue Design: Playwriting + Dramaturgy -- 7.5 An Epilogue -- 7.5.1 Interrogative Design and Robot Forum Theater -- 7.5.2 A Double Negative Identity of a Robotic Performer -- References -- 8 Actor-Flower-Mesh-Work: Making Environments Together -- 8.1 Introduction -- 8.1.1 The Lichtsuchende -- 8.2 Starting to Make Things -- 8.2.1 Becoming a Thing -- 8.3 Material Qualities, Performances, Flows and Mattering -- 8.3.1 Different Things.
8.4 Things and Environments -- 8.5 Actors at Work: ANT Briefly Unpacked -- 8.6 The Active Mesh at Work -- 8.6.1 Ingold's Lines in the Meshwork -- 8.6.2 Latour's Actors in the Network -- 8.7 Bringing Things Together -- References -- 9 Generative Video Art -- 9.1 Introduction -- 9.2 Roots -- 9.3 Process -- 9.3.1 Vocabulary Identification -- 9.3.2 Structuring Device -- 9.3.3 Recomposition and Amplification -- 9.3.4 Event Detection -- 9.4 Poetics -- 9.5 Conclusion -- References -- 10 A Guide to Evaluating the Experience of Media and Arts Technology -- 10.1 Introduction -- 10.1.1 Principles of Quality Research -- 10.1.2 HCI, UX, and Interactive Arts -- 10.2 Types of MAT Study -- 10.2.1 Example Proof-of-Concept Studies -- 10.2.2 Comparative Studies -- 10.2.3 From Proof-of-Concept to Comparative Study: The Chaos Bells -- 10.3 Designing a MAT Study -- 10.3.1 Choosing a Study Type -- 10.3.2 Designing the MAT Itself -- 10.4 Conducting and Reporting Your MAT Study -- 10.4.1 Section: Background -- 10.4.2 Section: Research Questions -- 10.4.3 Section: Study Methodology -- 10.4.4 Section: Data Analysis -- 10.4.5 Section: Results -- 10.4.6 Section: Discussion -- 10.4.7 Other Presentation Components -- 10.5 Conclusion -- References -- 11 haptic HONGI: Reflections on Collaboration in the Transdisciplinary Creation of an AR Artwork -- 11.1 Introduction -- 11.2 Background and Motivation -- 11.3 The haptic HONGI Experience -- 11.3.1 The Technology Behind haptic HONGI -- 11.4 User Feedback from the Experience -- 11.4.1 Quantitative Assessment -- 11.4.2 Qualitative Assessment-A Discursive Approach -- 11.4.3 Māori Responses -- 11.4.4 Immigrant Responses -- 11.5 Reflections on Design -- 11.5.1 Intention: What's a Discursive Designer to Do? -- 11.5.2 Understanding: What's a Discursive Designer to Know? -- 11.5.3 Message: What's a Discursive Designer to Say?.
11.5.4 Scenario: How Does a Discursive Designer Set the Stage for Discourse? -- 11.5.5 Artifact: What's a Discursive Designer to Make? -- 11.5.6 Audience: To Whom Does a Discursive Designer Speak? -- 11.5.7 Context: How Does a Discursive Designer Disseminate? -- 11.5.8 Interaction: How Does a Discursive Designer Connect? -- 11.5.9 Impact: What Effect Can a Discursive Designer Have? -- 11.6 Lessons Learned -- 11.7 Conclusion and Directions for Future Work -- References -- 12 Connecting Past and Present Through a Multisensory Toolkit-A Non-pharmacological Intervention for People Living with Dementia -- 12.1 Introduction -- 12.2 Impact of Dementia -- 12.3 Reminiscence Therapy -- 12.4 Multisensory Stimulation -- 12.5 The AMuSED Toolkit -- 12.5.1 Themes -- 12.5.2 Stimulation -- 12.5.3 Activity Booklet and Prompt Questions -- 12.6 Evaluation and Feedback -- 12.6.1 Development Process and Expert Input -- 12.6.2 Evaluation of Use in Care Facilities -- 12.6.3 Positive Feedback -- 12.6.4 Challenges and Improvements -- 12.7 Conclusion -- References -- 13 Extended Digital Musical Instruments to Empower Well-Being Through Creativity -- 13.1 Extended Digital Musical Instruments -- 13.1.1 Music Therapy and the Mirroring Phase -- 13.1.2 EDMIs with Therapeutic Purposes -- 13.1.3 Embodiment, the Environment and EDMIs -- 13.1.4 Sensorimotor Contingencies, Creativity and Sensory Integration -- 13.1.5 BehCreative -- 13.1.6 Phases of the User's Creative Involvement Within an EDMI -- 13.1.7 Future Perspectives -- 13.2 Note -- References -- 14 The Evolution of the Virtual Production Studio as a Game Changer in Filmmaking -- 14.1 Introduction -- 14.2 A Brief History of Composite Images -- 14.3 The Evolution of Game Engines -- 14.4 A Brief History of the Virtual Camera -- 14.5 The Performance of Machinima -- 14.6 From Front Projection to LED Volume.
14.7 A Brief History of the Virtual Production Studio.
Record Nr. UNINA-9910768199803321
Brooks Anthony L  
Cham : , : Springer International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
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