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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|