ArtsIT, Interactivity and Game Creation -

ArtsIT, Interactivity and Game Creation

12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II

Anthony L. Brooks (Herausgeber)

Buch | Softcover
XXII, 374 Seiten
2024 | 2024
Springer International Publishing (Verlag)
978-3-031-55311-0 (ISBN)
80,24 inkl. MwSt

This book constitutes the refereed post-conference proceedings the 12th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2023 which was held in São Paulo, Brazil, in November 27-29, 2023.

The 40 revised full papers and 1 Short paper presented were carefully selected from 103 submissions. The papers are thematically arranged in the following sections: 

Part I: exploring new frontiers in music therapy; network dance and technology; computational art and the creative process; alternative realities, immersion experiences, and arts-based research.

Part II: alternative realities, immersion experiences, and arts-based research; games; interactive technologies, multimedia, and musical art; human at centre.


 Alternative realities, immersion experiences, and arts-based research.- Marker-Based and Area-Target-Based User Tracking for Virtual Reconstruction of Cultural Heritage in Mixed Reality.- Point-Based Stylization: An Interactive Rendering Approach for Non-Uniform Artistic Representation.- Enhancing Geoscience Communication: Building Virtual Reality Field Trips with the Outcrop Digital Model at Varvito Geological Park (Itu, SP).- Fostering Collaboration in Science: Designing an Exploratory Time Travel Visualization.- Enhancing Scientific Communication Through Information Visualization: A Proposal for a Multimodal Platform.- Fragments of Fungi: Eliciting Dialogue Through a Virtual Experience.- Creating a Methodology to Elaborate High-Resolution Digital Outcrop for Virtual Reality Models with Hyperspectral and LIDAR Data.-Games.- Hearing sounds through different ears: a video gamecase study.- A Review of Game Design Techniques for Evoking and Managing Curiosity.- Aesthetics, engagement, and narration. A taxonomy of Temporal constraints for ludo-narrative design.- Preliminary Study of the Artistic Potential of Video Games.- Interactive technologies, multimedia, and musical art.- Singing Code.- Glitch Art Generation and Performance using Musical Live Coding.- Psychological Evaluation of Media Art Focusing on Movement.- Describing and Comparing Co-located Interaction in Interactive Art Using a Relational Model.- Touching the Untouchable: Playing the Virtual Glass Harmonica.- Technology as a Means of Musical and Artistic Expression: A Comparative Study of Nono's Prometheus and Pink Floyd's Concert in Venice in the 1980s.- Soundscape to Music: Experiences in an Additive Manufacturing Open Lab.- Presenting the testimonial in multimedia documentaries.- Human at Centre.- Animated pedagogical agents performing affective gestures extracted from the GEMEP Dataset: can people recognize their emotions?.- The potential of holographic avatars in the hybrid workplace: an industrial/organizational psychology perspective.- Construction of Immersive Art Space Using Mirror Display and Its Evaluation by Psychological Experiment.- I've Gut Something to Tell You: A Speculative Biofeedback Wearable Art Installation on the Gut-Brain Connection.- MappEMG: Enhancing Music Pedagogy by Mapping Electromyography to Multimodal Feedback.- Exploring Perception and Preference in Public Human-Agent Interaction: Virtual Human vs. Social Robot.- A Historical Perspective of the Biofeedback Art:Pioneering Artists and Contributions.

Erscheinungsdatum
Reihe/Serie Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Zusatzinfo XXII, 374 p. 128 illus., 102 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Technik Elektrotechnik / Energietechnik
Technik Nachrichtentechnik
Schlagworte Artificial Intelligence • Computer Networks • Computer Science • Computer systems • computer vision • Education • Engineering • Human-Computer Interaction (HCI) • Human engineering • Image Processing • interactive computer graphics • machine learning • Virtual Reality
ISBN-10 3-031-55311-X / 303155311X
ISBN-13 978-3-031-55311-0 / 9783031553110
Zustand Neuware
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