TÃtulo : |
9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings |
Tipo de documento: |
documento electrónico |
Autores: |
Brooks, Anthony, ; Brooks, Eva Irene, ; Jonathan, Duckworth, |
Mención de edición: |
1 ed. |
Editorial: |
[s.l.] : Springer |
Fecha de publicación: |
2021 |
Número de páginas: |
XI, 478 p. 201 ilustraciones, 165 ilustraciones en color. |
ISBN/ISSN/DL: |
978-3-030-73426-8 |
Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
Idioma : |
Inglés (eng) |
Palabras clave: |
Visión por computador TeorÃa de la codificación y la información Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial TeorÃa de la información La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Red informática IngenierÃa Informática TeorÃa de la codificación |
Clasificación: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
Resumen: |
Este libro constituye las actas arbitradas posteriores a la conferencia de la 9.ª Conferencia Internacional sobre Interactividad y Creación de Juegos, ArtsIT 2020, celebrada en Aalborg, Dinamarca, en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. Los 28 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 60 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Se agrupan en cuanto a contenidos sobre arte, instalación y performance; juegos; diseño; inteligencia y creatividad en la asistencia sanitaria; bienestar y envejecimiento. |
Nota de contenido: |
Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging -- Embodiment in Virtual Reality Performance -- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals -- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object -- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum -- Space Pace: Method for creating augmented reality tours based on 360 videos -- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play -- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research -- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games -- Video game development processes that generate engagement in the players -- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom -- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming -- Context-based Visual Design Language for Design Communication -- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality -- Optimizations of VR360 Animation Production Process -- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts -- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets -- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership -- Bio-related Design Genres: A Survey on Familiarity and Potential Applications -- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches -- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation -- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families -- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review -- Effects of virtual reality in the area of responsible decision-making training on adolescents. |
Tipo de medio : |
Computadora |
Summary : |
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 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. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings [documento electrónico] / Brooks, Anthony, ; Brooks, Eva Irene, ; Jonathan, Duckworth, . - 1 ed. . - [s.l.] : Springer, 2021 . - XI, 478 p. 201 ilustraciones, 165 ilustraciones en color. ISBN : 978-3-030-73426-8 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés ( eng)
Palabras clave: |
Visión por computador TeorÃa de la codificación y la información Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial TeorÃa de la información La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Red informática IngenierÃa Informática TeorÃa de la codificación |
Clasificación: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
Resumen: |
Este libro constituye las actas arbitradas posteriores a la conferencia de la 9.ª Conferencia Internacional sobre Interactividad y Creación de Juegos, ArtsIT 2020, celebrada en Aalborg, Dinamarca, en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. Los 28 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 60 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Se agrupan en cuanto a contenidos sobre arte, instalación y performance; juegos; diseño; inteligencia y creatividad en la asistencia sanitaria; bienestar y envejecimiento. |
Nota de contenido: |
Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging -- Embodiment in Virtual Reality Performance -- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals -- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object -- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum -- Space Pace: Method for creating augmented reality tours based on 360 videos -- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play -- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research -- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games -- Video game development processes that generate engagement in the players -- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom -- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming -- Context-based Visual Design Language for Design Communication -- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality -- Optimizations of VR360 Animation Production Process -- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts -- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets -- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership -- Bio-related Design Genres: A Survey on Familiarity and Potential Applications -- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches -- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation -- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families -- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review -- Effects of virtual reality in the area of responsible decision-making training on adolescents. |
Tipo de medio : |
Computadora |
Summary : |
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 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. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
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