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_aArtsIT, Interactivity and Game Creation _h[electronic resource] : _bCreative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International Conference, ArtsIT 2021, Virtual Event, December 2-3, 2021, Proceedings / _cedited by Matthias Wölfel, Johannes Bernhardt, Sonja Thiel. |
250 | _a1st ed. 2022. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2022. |
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300 |
_aXII, 470 p. 154 illus., 131 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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490 | 1 |
_aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, _x1867-822X ; _v422 |
|
505 | 0 | _aMedia Arts and Virtual Reality -- Digital art and dissipative structures -- Web-Mindscape and REFLEXION – In Sync/Out of Sync – : Biofeedback and Physical Computing in Inter active New Media Art -- NerveLoop: Visualization as Speculative Process to Explore Abstract Neuroscientific Principles through New Media Art Anton Dragan Maslic -- Influence of Visual Appearance of Agents on Presence, Attractiveness, and Agency in Virtual Reality -- Reconstructing Facial Expressions of HMD Users for Avatars in VR -- Tackling online hate speech? Play Your Role! -- Dynamic Suspense Management Through Adaptive Gameplay -- Toward Injury-Aware Game Design -- Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety -- Statistical Models for Predicting Results in Professional League of Legends -- Real-time Dynamic Digital Scenography: An Electronic Opera as a Use Case -- The lost film Pontianak (1957) as a case study to evaluate different strategies of performance capture for virtual heritage -- Considering Authorial Liberty in Adaptive Interactive Narratives -- Towards Inclusive and Interactive Spaces for Breakdancing -- Collaboration, Inclusion and Participation -- Creative collaboration with the “brain” of a search engine: Effects on cognitive stimulation and evaluation apprehension -- Designing Mobile Tasks to Improve Art Description Accessibility for People with Visual Impairments -- Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling -- Resonant Webs: an international online collaborative arts performance for individuals with and without a disability -- Facilitating Mixed Reality Public Participation for Modern Construction Projects: Guiding Project Planners with a Configurator -- Artificial Intelligence in Art and Culture -- AI in Art: Simulating the Human Painting Process -- Unusual Transformation: A Deep Learning Approach to Create Art -- Synthography – An invitation to reconsider the rapidly changing toolkit of digital image creation as a new genre beyond photography -- Contextual storytelling using machine learning representations of sound and music -- Questions and answers: Important steps to let AI chatbots answer questions in the museum -- Poetic Automatisms: A Comparison of Surrealist Automatisms and Artificial Intelligence for Creative Expression -- Approaches and Applications -- Design Patterns of Health Animation – Scaling pattern Languages Into a New Domain -- The Effect of Characters’ Locomotion on Audience Perception of Crowd Animation -- Information presentation in autonomous shuttle busses: - What and how? -- AI Assisted Design of Sokoban Puzzles using Automated Planning -- Logo Generation Using Regional Features: A Faster R-CNN Approach to Generative Adversarial Network -- User Study on the Effects of Explainable AI Visualizations on Non-Experts. | |
520 | _aThis book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications. | ||
650 | 0 | _aTelecommunication. | |
650 | 0 | _aComputer networks . | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 1 | 4 | _aCommunications Engineering, Networks. |
650 | 2 | 4 | _aComputer Communication Networks. |
650 | 2 | 4 | _aArtificial Intelligence. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
700 | 1 |
_aWölfel, Matthias. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aBernhardt, Johannes. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aThiel, Sonja. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030955304 |
776 | 0 | 8 |
_iPrinted edition: _z9783030955328 |
830 | 0 |
_aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, _x1867-822X ; _v422 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-95531-1 |
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