TÃtulo : |
7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings |
Tipo de documento: |
documento electrónico |
Autores: |
Brooks, Anthony L., ; Brooks, Eva, ; Sylla, Cristina, |
Mención de edición: |
1 ed. |
Editorial: |
[s.l.] : Springer |
Fecha de publicación: |
2019 |
Número de páginas: |
XX, 546 p. 198 ilustraciones, 168 ilustraciones en color. |
ISBN/ISSN/DL: |
978-3-030-06134-0 |
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: |
IngenierÃa Informática y Redes Entornos informáticos Visión Ordenador Visión por computador Procesamiento de imágenes Red informática IngenierÃa Informática Redes de comunicación informática |
Clasificación: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
Resumen: |
Este libro constituye las actas arbitradas posteriores a la conferencia de dos conferencias: la 7.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2018) y la 3.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2018). Ambas conferencias se llevaron a cabo en Braga, Portugal, del 24 al 26 de octubre de 2018. Los 51 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados de 106 presentaciones. ArtsIT, Interactividad y Creación de Juegos está destinado a ser un lugar donde las personas en las artes, con un gran interés en las tecnologÃas de TI modernas, se reúnan con personas en TI, que tienen fuertes vÃnculos con el arte en sus obras. El evento también refleja los avances observados en los temas abiertos relacionados con la interactividad (diseño de interacción, realidad virtual, realidad aumentada, robótica) y la creación de juegos (gamificación, juegos de ocio, jugabilidad). ArtsIT se ha llevado a cabo con éxito en conjunto con DLI, ya que el diseño, el aprendizaje y la innovación enmarcan el mundo de las TI, abriendo puertas a mundos cada vez más lúdicos. Por eso, la conferencia de DLI está impulsada por la creencia de que las herramientas, las técnicas y los entornos pueden despertar y generar pasión por el aprendizaje en ámbitos de transformación como la educación, la rehabilitación/terapia, los lugares de trabajo y las instituciones culturales. |
Nota de contenido: |
Interfaces for Science: Conceptualizing An Interactive Graphical Interface -- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics -- Co-designing Gaming Experiences for Museums with Teenagers -- Moderate Recursion: A Digital Artifact of Interactive Dance -- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces -- Oscillating Sound Installation -- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing -- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games -- Interactive Evolution of Swarms for the Visualisation of Consumptions -- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art -- Creative approaches on interactive visualization and characterization at the nanoscale -- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognitionand related creating with and for affordances -- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance -- Cyberella – Design issues for Interactive 360 degree film -- Smart, Affective, and Playable Cities -- Serious Game for Teaching Statistics in Higher Education: storyboard design -- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication -- The use of 360-degree video to provide an alternative media approach to Paralympic sports -- "I didn't know, you could do that" - Affordance Signifiers for Touch Gestures on Mobile Devices -- A Social App That Combines Dating and Museum -- Visiting Experiences -- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology -- A Serious Game for Hemophobia Treatment Phobos: first Insights -- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation -- To design with strings for playability in cities -- A storytelling smart-city approach to further cross-regional -- Tourism -- Re-interpreting cities with play Urban semiotics and Gamification -- Fostering Social Interaction in Playful Cities -- Saving Face: Play-full design for social engagement, in public smart city spaces -- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes -- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games -- Makerspaces promoting students' design thinking and collective knowledge creation: Examples from Canada and Finland -- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings -- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting -- Dynamic Lighting in Classrooms: A new interactive tool for teaching -- Designing a Playful Robot Application for Second Language Learning -- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources -- An Interactive Multisensory Virtual Environment for Developmentally Disabled -- Making Puppet Circuits -- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women -- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders -- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? -- Evolving Playful and Creative Activities When School Children Develop Game-based Designs. |
Tipo de medio : |
Computadora |
Summary : |
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings [documento electrónico] / Brooks, Anthony L., ; Brooks, Eva, ; Sylla, Cristina, . - 1 ed. . - [s.l.] : Springer, 2019 . - XX, 546 p. 198 ilustraciones, 168 ilustraciones en color. ISBN : 978-3-030-06134-0 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: |
IngenierÃa Informática y Redes Entornos informáticos Visión Ordenador Visión por computador Procesamiento de imágenes Red informática IngenierÃa Informática Redes de comunicación informática |
Clasificación: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
Resumen: |
Este libro constituye las actas arbitradas posteriores a la conferencia de dos conferencias: la 7.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2018) y la 3.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2018). Ambas conferencias se llevaron a cabo en Braga, Portugal, del 24 al 26 de octubre de 2018. Los 51 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados de 106 presentaciones. ArtsIT, Interactividad y Creación de Juegos está destinado a ser un lugar donde las personas en las artes, con un gran interés en las tecnologÃas de TI modernas, se reúnan con personas en TI, que tienen fuertes vÃnculos con el arte en sus obras. El evento también refleja los avances observados en los temas abiertos relacionados con la interactividad (diseño de interacción, realidad virtual, realidad aumentada, robótica) y la creación de juegos (gamificación, juegos de ocio, jugabilidad). ArtsIT se ha llevado a cabo con éxito en conjunto con DLI, ya que el diseño, el aprendizaje y la innovación enmarcan el mundo de las TI, abriendo puertas a mundos cada vez más lúdicos. Por eso, la conferencia de DLI está impulsada por la creencia de que las herramientas, las técnicas y los entornos pueden despertar y generar pasión por el aprendizaje en ámbitos de transformación como la educación, la rehabilitación/terapia, los lugares de trabajo y las instituciones culturales. |
Nota de contenido: |
Interfaces for Science: Conceptualizing An Interactive Graphical Interface -- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics -- Co-designing Gaming Experiences for Museums with Teenagers -- Moderate Recursion: A Digital Artifact of Interactive Dance -- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces -- Oscillating Sound Installation -- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing -- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games -- Interactive Evolution of Swarms for the Visualisation of Consumptions -- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art -- Creative approaches on interactive visualization and characterization at the nanoscale -- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognitionand related creating with and for affordances -- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance -- Cyberella – Design issues for Interactive 360 degree film -- Smart, Affective, and Playable Cities -- Serious Game for Teaching Statistics in Higher Education: storyboard design -- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication -- The use of 360-degree video to provide an alternative media approach to Paralympic sports -- "I didn't know, you could do that" - Affordance Signifiers for Touch Gestures on Mobile Devices -- A Social App That Combines Dating and Museum -- Visiting Experiences -- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology -- A Serious Game for Hemophobia Treatment Phobos: first Insights -- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation -- To design with strings for playability in cities -- A storytelling smart-city approach to further cross-regional -- Tourism -- Re-interpreting cities with play Urban semiotics and Gamification -- Fostering Social Interaction in Playful Cities -- Saving Face: Play-full design for social engagement, in public smart city spaces -- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes -- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games -- Makerspaces promoting students' design thinking and collective knowledge creation: Examples from Canada and Finland -- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings -- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting -- Dynamic Lighting in Classrooms: A new interactive tool for teaching -- Designing a Playful Robot Application for Second Language Learning -- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources -- An Interactive Multisensory Virtual Environment for Developmentally Disabled -- Making Puppet Circuits -- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women -- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders -- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? -- Evolving Playful and Creative Activities When School Children Develop Game-based Designs. |
Tipo de medio : |
Computadora |
Summary : |
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
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