| TÃtulo : |
8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings |
| Tipo de documento: |
documento electrónico |
| Autores: |
Brooks, Anthony, ; Brooks, Eva Irene, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XX, 790 p. 217 ilustraciones, 191 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-53294-9 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
IngenierÃa Informática y Redes Ordenador Estructuras de datos y teorÃa de la información Aplicaciones informáticas y de sistemas de información Entornos informáticos IngenierÃa Informática Application software Red informática Estructuras de datos (Informática) TeorÃa de la información |
| Ãndice Dewey: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
| Resumen: |
Este libro constituye las actas posteriores a la conferencia arbitradas de dos conferencias: la 8.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2019) y la 4.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2019). Ambas conferencias se llevaron a cabo en Aalborg, Dinamarca, y se llevaron a cabo del 6 al 8 de noviembre de 2019. Los 61 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 98 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. |
| Nota de contenido: |
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 MotorRehabilitation with Physiotherapists -- Towards Sustainable Inclusive Game Design Processes -- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder -- The Deadly Gamification Challenge of BlueWhale -- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning -- Make waste fun again! A gamification approach to recycling -- Our Museum Game: A Collaborative Game forUser-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 creatingstories -- 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 futuresthrough games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through DigitalTechnologies -- Teachers' Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of NineLearner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School ChildrenDevelop Game Designs -- To become digitally competent: A study of educators' participation in professional learning -- Do people with diabetes follow the recommendations? Astudy 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-BasedConstructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. . |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings [documento electrónico] / Brooks, Anthony, ; Brooks, Eva Irene, . - 1 ed. . - [s.l.] : Springer, 2020 . - XX, 790 p. 217 ilustraciones, 191 ilustraciones en color. ISBN : 978-3-030-53294-9 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
IngenierÃa Informática y Redes Ordenador Estructuras de datos y teorÃa de la información Aplicaciones informáticas y de sistemas de información Entornos informáticos IngenierÃa Informática Application software Red informática Estructuras de datos (Informática) TeorÃa de la información |
| Ãndice Dewey: |
621.39 Ciencia de los computadores (Ingenieria de computadores) |
| Resumen: |
Este libro constituye las actas posteriores a la conferencia arbitradas de dos conferencias: la 8.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2019) y la 4.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2019). Ambas conferencias se llevaron a cabo en Aalborg, Dinamarca, y se llevaron a cabo del 6 al 8 de noviembre de 2019. Los 61 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 98 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. |
| Nota de contenido: |
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 MotorRehabilitation with Physiotherapists -- Towards Sustainable Inclusive Game Design Processes -- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder -- The Deadly Gamification Challenge of BlueWhale -- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning -- Make waste fun again! A gamification approach to recycling -- Our Museum Game: A Collaborative Game forUser-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 creatingstories -- 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 futuresthrough games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through DigitalTechnologies -- Teachers' Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of NineLearner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School ChildrenDevelop Game Designs -- To become digitally competent: A study of educators' participation in professional learning -- Do people with diabetes follow the recommendations? Astudy 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-BasedConstructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. . |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
|  |