001463099 000__ 07268cam\a2200601\i\4500 001463099 001__ 1463099 001463099 003__ OCoLC 001463099 005__ 20230601003305.0 001463099 006__ m\\\\\o\\d\\\\\\\\ 001463099 007__ cr\un\nnnunnun 001463099 008__ 230405s2023\\\\sz\a\\\\o\\\\\101\0\eng\d 001463099 020__ $$a9783031289934$$q(electronic bk.) 001463099 020__ $$a3031289935$$q(electronic bk.) 001463099 020__ $$z9783031289927$$q(print) 001463099 0247_ $$a10.1007/978-3-031-28993-4$$2doi 001463099 035__ $$aSP(OCoLC)1374996549 001463099 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dUKAHL 001463099 049__ $$aISEA 001463099 050_4 $$aNX180.T4$$bI68 2022eb 001463099 08204 $$a006.6$$223/eng/20230405 001463099 1112_ $$aEAI International Conference on ArtsIT, Interactivity and Game Creation$$n(11th :$$d2022 :$$cFaro, Portugal) 001463099 24510 $$aArtsIT, interactivity and game creation :$$b11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings /$$cAnthony L. Brooks, editors. 001463099 2463_ $$aArtsIT 2022 001463099 264_1 $$aCham :$$bSpringer,$$c2023. 001463099 300__ $$a1 online resource (xv, 634 pages) :$$billustrations (some color). 001463099 336__ $$atext$$btxt$$2rdacontent 001463099 337__ $$acomputer$$bc$$2rdamedia 001463099 338__ $$aonline resource$$bcr$$2rdacarrier 001463099 4901_ $$aLecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$$x1867-822X ;$$v479 001463099 5050_ $$aDialogues 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-Game Elements 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. 001463099 506__ $$aAccess limited to authorized users. 001463099 520__ $$aThis book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio. 001463099 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed April 5, 2023). 001463099 650_0 $$aTechnology and the arts$$vCongresses. 001463099 650_0 $$aEducational innovations$$vCongresses. 001463099 650_0 $$aDigital storytelling$$vCongresses. 001463099 655_0 $$aElectronic books. 001463099 7001_ $$aBrooks, Anthony Lewis,$$eeditor.$$1https://orcid.org/0000-0003-1334-6230 001463099 830_0 $$aLecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering ;$$v479.$$x1867-822X 001463099 852__ $$bebk 001463099 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-28993-4$$zOnline Access$$91397441.1 001463099 909CO $$ooai:library.usi.edu:1463099$$pGLOBAL_SET 001463099 980__ $$aBIB 001463099 980__ $$aEBOOK 001463099 982__ $$aEbook 001463099 983__ $$aOnline 001463099 994__ $$a92$$bISE