
ArtsIT, Interactivity and Game Creation
Description
This two-volume set LNICST 695-696 constitutes the proceedings of the 14th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2025, held in Dubai, United Arab Emirates, during November 7-9, 2025.
The 53 full papers included in these volumes were carefully reviewed and selected from189 submissions. They are organized into the following topical sections: Advanced Game Accessibility; Broadcasting in the AI Age; Exploring Digital Innovation; Accessible Digital Music; Art and Design in the AI Era; Interactive Design in Intangible Heritage; Transcending Reality; Exploring the Intersection of Biofeedback and Art; and Posters & Demos.
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Content
.- Main (+ Late) track.
.- Reflections on Using the Relational Modelling Tool for Describing, Visualising and Generating Interactive Dialogues.
.- Impact of Spatial and Temporal Game Elements on Educational Games in IT-Security.
.- Empathic Design: A Case Study Combining Participatory and Speculative Methods.
.- Could AI Be Awarded the Nobel Prize in Literature?
.- NeoStory: Context-Aware Dynamic Narratives using Language Models and Structured Knowledge.
.- A Vocabulary Acquisition Learning System with Sand-Based Gamified Tangible Interface.
.- Decorating the Institution: Unacknowledged Emotional Labor in Designing AI Tools for Gender Equality.
.- Comparative Evaluation of Two Types of Immersive Art Spaces Through Psychological Experiments.
.- Collaborative Curation in Distance Education for Design.
.- Virtual Reality and the Dynamics of Engagement: A Trivia Game-Based Approach For Learning.
.- Enhancing Creative Workflows in Visual Effects with Procedural Edge De-Spill for Chroma Key Compositing.
.- Evaluating Approaches to Super-Resolution Tailored to Artwork.
.- Structuring and Querying a Bharatanatyam Choreography.
.- Process Mining Powered by Machine Learning.
.- Empowering Youth Against Disinformation: What the TikTok Generation Expects from Educational Apps About Fake News.
.- We need Chinese!: Analyzing Players' Online Feedback on Language Localization in Steam Reviews.
.- Synesthetic Storytelling: Visualizing Emotions through Geometry, Color, and Music.
.- Sport Athletes Re-Identification in Broadcast Images via 3D Pose Estimation.
.- Open Data as Interactive Comic Assembly - A Case Study on How to Learn from TikTok to Communicate Complex and Potentially Boring Things on a Website.
.- Augmented Violin: Real-Time Sound Transformation via Gesture Recognition.
.- Invisible Voice: Prototyping Alignment Infrastructure for Civic Action.
.- PromptRefine: An Interactive Prompt Refinement Framework for Enhanced Generative AI Output.
.- Finance Masters: Game-based Financial Learning for SME Managers.
.- EmoSync: Real-Time Emotion-Driven 3D Character Performance for Music in Virtual Reality.
.- Assessing Flow in Climbers Using Laban Movement Analysis and Real-Time Computer Vision.
.- Joyful Learning in Extended Reality: New Game Design Framework from the Review of Autism Access Practices.