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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.

Edition:
1st ed. 2020.
Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
Series:
Computer Science (SpringerNature-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-8211 ; 328
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-8211 ; 328
Format/Description:
Book
1 online resource (XX, 790 pages) : 217 illustrations, 191 illustrations in color.
Subjects:
Computer organization.
Computers.
Application software.
Data structures (Computer science).
Local subjects:
Computer Systems Organization and Communication Networks. (search)
Computing Milieux. (search)
Computer Applications. (search)
Data Structures and Information Theory. (search)
System Details:
text file PDF
Summary:
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
Contents:
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 and 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. .
Contributor:
Brooks, Anthony, editor., Editor,
Brooks, Eva Irene. editor., Editor,
SpringerLink (Online service)
Contained In:
Springer Nature eBook
Other format:
Printed edition:
Printed edition:
ISBN:
978-3-030-53294-9
9783030532949
Publisher Number:
10.1007/978-3-030-53294-9 doi
Access Restriction:
Restricted for use by site license.
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