
ArtsIT, Interactivity and Game Creation
11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
Anthony L. Brooks(Editor)
Springer (Publisher)
Published on 4. April 2023
Book
Paperback/Softback
XV, 634 pages
978-3-031-28992-7 (ISBN)
Description
This book constitutes the refereed post-conference proceedings the 11
th
EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022.
The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.
More details
Series
Edition
1st ed. 2023
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
52 s/w Abbildungen, 266 farbige Abbildungen
XV, 634 p. 318 illus., 266 illus. in color.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 35 mm
Weight
972 gr
ISBN-13
978-3-031-28992-7 (9783031289927)
DOI
10.1007/978-3-031-28993-4
Schweitzer Classification
Other editions
Additional editions

Anthony L. Brooks
ArtsIT, Interactivity and Game Creation
11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
E-Book
04/2023
Springer
€106.99
Available for download
Content
Dialogues Between Geometry, Computer Graphics and the Visual Arts (Special session)
.- [IN]Musicality: a collection of VR drawings and music as an artistic application of Hybrid Immersive Models.- 2000 eyes: Spherical View of La Fenice di Venezia. A Large-format equirectangular drawing with a gigapixel resolution.- A Comparative Study of Four 3D Facial Animation Methods: Skeleton, Blendshape, Audio-Driven, and Vision-Based Capture.- A Deep Learning-Based Approach for Generating 3D Models of Fluid Arts.- Using off-the-shelf AR and VR software for teaching immersive perspectives to 9th grade students.- Geometrical feature identification of cuneiform signs on micro survey reconstruction.-
Games and Gamification
.- Digital Game-based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese.- CryptoKitties vs. Axie Infinity: Computational Analysis of NFT Game Reddit Discussions.- Preferences of Student in-GameElements for Implementation in Gamified Learning: a Survey Report.- Design Factors for an Educational Game where Girls and Boys Play Together to Learn Fundamental Programming.- Recreating Gaming Experience Through Spatial Augmented Reality.- IN[The Hate Booth]: a Gamified Installation to Counteract Hate Speech.- A Review of Game Design Techniques for Managing Suspense.- Implementation and Playtesting for a world adventure game's Procedural Content Generation System.-
Museums and the Virtual
.- Engaging Museum Visitors with AI-Generated Narration and Gameplay.- User experience of a conversational user interface in a museum.- Designing Virtual Guides' Characteristics for Remote Tourism in the Arctic.- User Experience in Virtual Museum - Evaluating Assassin's Creed Odyssey: Discovery Tour.- VR Diet Museum: A Virtual Experience Designed for Better Learning and Reflection on Eating Habits and Its Effects.-
Animation, AI,Books and Behavior
.- The Impact of hybrid animation on the future of Animation.- Investigation of the Relationship between Artworks and Real Objects Using AI and Psychological Experiment.- Transmediation Of The Illustrated Children's Book «Goodnight Moon»: A Web-based Traditional Animation.- Analysis of Affective Behavior in the Artistic Installation Moviescape.- Fate, Death and marketing. Is a book the same product as yogurt or a car?.- The singing bridge: sonification of a stress-ribbon footbridge.- Shadow Display Design Concepts for AI Enhanced Environments.-
Fluency, Fashion, Emotion and Play
.- Designing a multilingual, multimodal and collaborative platform of resources for higher education.- Desiring Machines and Affective Virtual Environments.- Development of Art Fashion by Integrating Art and Digital Textile Printing.- Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society: Inclusion and Access through Participatory Action-Research.-
Movement, Film and Audio
.- PirouNet: Creating Dance through Artist-Centric Deep Learning.- Simulating Idiosyncratic Movement Qualities.- Audial Kinetics and the Disembodied Voice.- Banging interaction in ubiquitous music.- Motion capture as a tool of empowerment for female main characters.- Next Level Choreography: Applying a Transformer Network to Generate Improvised Dance Motions.- Customising the Interactive Film.- Synaesthetic Sound Design in Virtual Reality.- Questioning Potentials of the Electrorganic aFrame in Music Therapy: Two client case studies with a single Music Therapist.- Enabling Genuine Connections in a Digital Learning Environment for Students Through Information Communication Technologies.- Designing an Interactive 2-Level Circular Algorithm to Visualize and Support Collaboration in Science.- Cross-Sections Between Geometric Patterns of the Past and the Generative Arts of Today.- The Resurrection of Art and Human Dignity MAGNETS case study.- Touchy Tap: a Slow Technology for Shared Reflections on Water Consumption.- Shadows as Ambient Displays - a Design Space.