000940507 000__ 06838cam\a2200529Ii\4500 000940507 001__ 940507 000940507 005__ 20230306152146.0 000940507 006__ m\\\\\o\\d\\\\\\\\ 000940507 007__ cr\cn\nnnunnun 000940507 008__ 200807s2020\\\\sz\\\\\\o\\\\\101\0\eng\d 000940507 019__ $$a1178998545$$a1181835773$$a1182451492$$a1182922838$$a1183928419$$a1190681535$$a1193271818$$a1195441139$$a1196139554$$a1197542598$$a1197547537 000940507 020__ $$a9783030532949$$q(electronic book) 000940507 020__ $$a3030532941$$q(electronic book) 000940507 020__ $$z3030532933 000940507 020__ $$z9783030532932 000940507 0247_ $$a10.1007/978-3-030-53 000940507 0247_ $$a10.1007/978-3-030-53294-9$$2doi 000940507 035__ $$aSP(OCoLC)on1182512739 000940507 035__ $$aSP(OCoLC)1182512739$$z(OCoLC)1178998545$$z(OCoLC)1181835773$$z(OCoLC)1182451492$$z(OCoLC)1182922838$$z(OCoLC)1183928419$$z(OCoLC)1190681535$$z(OCoLC)1193271818$$z(OCoLC)1195441139$$z(OCoLC)1196139554$$z(OCoLC)1197542598$$z(OCoLC)1197547537 000940507 040__ $$aYDX$$beng$$erda$$cYDX$$dYDXIT$$dGW5XE$$dEBLCP$$dLQU$$dTEF$$dSFB$$dUKMGB 000940507 049__ $$aISEA 000940507 050_4 $$aNX180.T4$$bI68 2019 000940507 08204 $$a006.6$$223 000940507 1112_ $$aInternational Conference on Arts and Technology$$n(8th :$$d2019 :$$cAalborg, Denmark) 000940507 24510 $$aInteractivity, game creation, design, learning, and innovation :$$b8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6-8, 2019, Proceedings /$$cAnthony Brooks, Eva Irene Brooks (eds.). 000940507 264_1 $$aCham, Switzerland :$$bSpringer,$$c[2020] 000940507 300__ $$a1 online resource. 000940507 336__ $$atext$$btxt$$2rdacontent 000940507 337__ $$acomputer$$bc$$2rdamedia 000940507 338__ $$aonline resource$$bcr$$2rdacarrier 000940507 4901_ $$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;$$v328 000940507 500__ $$aIncludes author index. 000940507 5050_ $$aNteractive Scientific Publication to Drive Demands of Scholars based on Participatory Design -- Enabling rural women in India to speculate futures through games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through Digital Technologies -- Teachers Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of Nine Learner Narratives -- GLOBE -- Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School Children Develop Game Designs -- To become digitally competent: A study of educators participation in professional learning -- Do people with diabetes follow the recommendations? A study of motivational and compliance factors of people with type 1 diabetes -- Innovation, Inclusion and Emerging Technologies -- Innovation, Inclusion and Emerging Technologies -- VR situated simulations -- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder -- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation -- Designing and Learning with IoT in a Passion-Based Constructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship mes, Gamification and Accessible Games -- Games, Gamification and Accessible Games -- Challenges for designing adaptive gamification in telerehabilitation systems for heart failure patients self-management -- Co-Creating Virtual Reality Applications for Motor Rehabilitation with Physiotherapists -- Towards Sustainable Inclusive Game Design Processes -- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to Children Diagnosed with Autism Spectrum Disorder -- The Deadly Gamification Challenge of BlueWhale -- Stars, Crests & Medals: Visual Badge Design Framework to Gamify and Certify Online Learning -- Make waste fun again! A gamification approach to recycling -- Our Museum Game: A Collaborative Game for User-Centered Exhibition Design -- Adoption of requirements engineering methods in game development: A literature and postmortem analysis -- Designing a Serious Game to Raise Awareness of Intimate -- Partner Violence Among Adolescents in the UK: The Use of 'Good Games Principles for Effective Behavioural Change -- Personalization of Educational Video Games in APOGEE -- Arts and Artist -- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies -- SimonXXL -- Investigating Spontaneous Group Formation around Public Installations -- Interactive Arts and Disability: a conceptual model toward understanding participation -- Nature and Nurturance across the ages: Modest means for modern times -- Huge Balls: A ludo-narrative exploration of game art -- Playing with the Artist -- Design as a Knowledge Constructing Activity -- Touch to Read: Investigating the Readers Interaction Experience in Mediated Reading with Story Apps -- Designing a smart toy interactive setting for creating stories -- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships -- Keeping Digital Libraries Alive: Designing an I. 000940507 506__ $$aAccess limited to authorized users. 000940507 520__ $$aThis book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. 000940507 588__ $$aDescription based on online resource; title from digital title page (viewed on September 09, 2020). 000940507 650_0 $$aTechnology and the arts$$vCongresses. 000940507 650_0 $$aEducational innovations$$vCongresses. 000940507 7001_ $$aBrooks, Anthony Lewis,$$eeditor. 000940507 7001_ $$aBrooks, Eva Irene,$$eeditor. 000940507 7112_ $$aInternational Conference on Design, Learning and Innovation$$n(4th :$$d2019 :$$cAalborg, Denmark) 000940507 77608 $$iPrint version:$$z3030532933$$z9783030532932$$w(OCoLC)1158490358 000940507 830_0 $$aLecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering ;$$v328. 000940507 852__ $$bebk 000940507 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-030-53294-9$$zOnline Access$$91397441.1 000940507 909CO $$ooai:library.usi.edu:940507$$pGLOBAL_SET 000940507 980__ $$aEBOOK 000940507 980__ $$aBIB 000940507 982__ $$aEbook 000940507 983__ $$aOnline 000940507 994__ $$a92$$bISE