| 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. |
| 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 |
| Ãndice Dewey: |
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. |
| 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 |
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.
| 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 |
| Ãndice Dewey: |
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. |
| 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 |
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