top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Interactivity and game creation : 9th EAI international conference, ArtsIT 2020, Aalborg, Denmark, December 10-11, 2020 : proceedings / / Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan (editors)
Interactivity and game creation : 9th EAI international conference, ArtsIT 2020, Aalborg, Denmark, December 10-11, 2020 : proceedings / / Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan (editors)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (xi, 478 pages) : illustrations
Disciplina 700.105
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Technology and the arts
ISBN 3-030-73426-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910484164103321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Interactivity and game creation : 9th EAI international conference, ArtsIT 2020, Aalborg, Denmark, December 10-11, 2020 : proceedings / / Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan (editors)
Interactivity and game creation : 9th EAI international conference, ArtsIT 2020, Aalborg, Denmark, December 10-11, 2020 : proceedings / / Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan (editors)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (xi, 478 pages) : illustrations
Disciplina 700.105
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Technology and the arts
ISBN 3-030-73426-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996464514603316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Interactivity, Game Creation, Design, Learning, and Innovation [[electronic resource] ] : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / / edited by Anthony Brooks, Eva Irene Brooks
Interactivity, Game Creation, Design, Learning, and Innovation [[electronic resource] ] : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / / edited by Anthony Brooks, Eva Irene Brooks
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XX, 790 p. 217 illus., 191 illus. in color.)
Disciplina 700.105
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Computer organization
Computers
Application software
Data structures (Computer science)
Computer Systems Organization and Communication Networks
Computing Milieux
Computer Applications
Data Structures and Information Theory
ISBN 3-030-53294-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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 conceptual model toward understanding participation -- Nature and Nurturance across the ages: Modest means for modern times -- Huge Balls: A ludo-narrative exploration of game art -- Playing with the Artist -- Design as a Knowledge Constructing Activity -- Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading with Story Apps -- Designing a smart toy interactive setting for creating stories -- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships -- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design -- Enabling rural women in India to speculate futures through games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through Digital Technologies -- Teachers’ Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of Nine Learner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School Children Develop Game Designs -- To become digitally competent: A study of educators’ participation in professional learning -- Do people with diabetes follow the recommendations? A study of motivational and compliance factors of people with type 1 diabetes -- Innovation, Inclusion and Emerging Technologies -- Innovation, Inclusion and Emerging Technologies -- VR situated simulations -- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder -- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation -- Designing and Learning with IoT in a Passion-Based Constructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. .
Record Nr. UNISA-996465451503316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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 / / edited by Anthony Brooks, Eva Irene Brooks
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 / / edited by Anthony Brooks, Eva Irene Brooks
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XX, 790 p. 217 illus., 191 illus. in color.)
Disciplina 700.105
006.6
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Computer organization
Computers
Application software
Data structures (Computer science)
Computer Systems Organization and Communication Networks
Computing Milieux
Computer Applications
Data Structures and Information Theory
ISBN 3-030-53294-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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 conceptual model toward understanding participation -- Nature and Nurturance across the ages: Modest means for modern times -- Huge Balls: A ludo-narrative exploration of game art -- Playing with the Artist -- Design as a Knowledge Constructing Activity -- Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading with Story Apps -- Designing a smart toy interactive setting for creating stories -- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships -- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design -- Enabling rural women in India to speculate futures through games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through Digital Technologies -- Teachers’ Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of Nine Learner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School Children Develop Game Designs -- To become digitally competent: A study of educators’ participation in professional learning -- Do people with diabetes follow the recommendations? A study of motivational and compliance factors of people with type 1 diabetes -- Innovation, Inclusion and Emerging Technologies -- Innovation, Inclusion and Emerging Technologies -- VR situated simulations -- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder -- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation -- Designing and Learning with IoT in a Passion-Based Constructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. .
Record Nr. UNINA-9910413437303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui