
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
.- Special Track on Accessible Digital Music.
.- From Stage to Home: High-Resolution VR Concerts as a Key to Inclusive Music Experiences.
.- Rethinking the classroom: co-creating immersive web environments with students.
.- Music as Script: A novel approach to visualizing musical structure with creative reinterpretation.
.- Evaluating a Musical Training Program, Based on the Use of Accessible Digital Musical Instruments, for the Development of Life Skills of People with Williams-Beuren Syndrome or Neurocognitive Disorders.
.- HeadBower: Towards Expressive Violin Control for Musicians with Quadriplegia.
.- Embodied AI and the Future of Accessible Music-Making: A Review of Developments in AI-ADMIs Post-Frid.
.- The Accessible Digital Music Network: Starting, Scope, and Future Development.
.- Embodied Musical Intelligence: Kinesthetic Learning and Extended Digital Musical Instruments.
.- Special Track on Art and Design in the AI Era.
.- From Dada to Data: Generative AI and the Aesthetics of Computational Postmodernism.
.- Thinking of Utopia. Building a Dystopia: (NEOM)morphism and the State.
.- The role of AI in artistic practice and legacy conservation, on the example of the AI Hokusai ArtTech research project.
.- GöttwAIg: An AI co-created 21st-century reinterpretation of the cabinet of curiosities of Göttweig Abbey in Austria.
.- Special Track on Interactive Design in Intangible Heritage.
.- Beyond Mimesis: Extensive VR Design in the SHARED Case Study.
.- AI-Powered Chinese Calligraphy Research: A Comprehensive Analysis.
.- From Spectacle to Connection: Designing Cross-Cultural Experiences of Opening Ceremonies in VR.
.- IKIGAI PLAY Requirements for the development of a lúdic toolkit oriented to Smart Ageing through a Human-Centered Design Approach.
.- Special Track on Transcending Reality (+ Biofeedback Art Research).
.- Enhancing Retail Spaces for Health and Well-Being Through a Novel AI-Based Design Framework.
.- LightHearted-A Framework for Mapping ECG Signals to Light Parameters in Performing Arts.
.- The Beat Goes On: Accessible Biosignal Measurement for Empathetic Immersive Experience.
.- Subli-beauty: Beauty and Sublime in 21st-Century New Media Art and its Connection to Mental Ecology.
.- Neural Data-Driven Interactive Art: Integrating fNIRS Signals with MAX-MSP for Conceptual Transformation Performance.
.- From Brain Rhythms to Aesthetics: Generative Visualization of Neural Activity During Zazen Practice.
.- Digital Musical Instruments, Education, and AI: Towards Enhanced Learning and Creativity.
.- Posters and Demos Track.
.- Enhancing Road Safety: An Analysis of Dubai Police Accident Management and Tra?ic Violation Enforcement.
.- Towards Patient-Centered Rehabilitation: An Origami-Inspired Adaptive Spine Support Device with AI-Guided Therapy.
.- Quantum Convolutional Neural Network Architectural Block for Object Detection.
.- Accessibility Challenges in Video Game Camera Systems: Issues and Design Guidelines.