Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Interactivity, Game Creation, Design...
~
Sylla, Cristina.
Interactivity, Game Creation, Design, Learning, and Innovation = 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Interactivity, Game Creation, Design, Learning, and Innovation/ edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla.
Reminder of title:
7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /
other author:
Brooks, Anthony L.
Description:
XX, 546 p. 198 illus., 168 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer organization. -
Online resource:
https://doi.org/10.1007/978-3-030-06134-0
ISBN:
9783030061340
Interactivity, Game Creation, Design, Learning, and Innovation = 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /
Interactivity, Game Creation, Design, Learning, and Innovation
7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /[electronic resource] :edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla. - 1st ed. 2019. - XX, 546 p. 198 illus., 168 illus. in color.online resource. - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,2651867-8211 ;. - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,154.
Interfaces for Science: Conceptualizing An Interactive Graphical Interface -- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics -- Co-designing Gaming Experiences for Museums with Teenagers -- Moderate Recursion: A Digital Artifact of Interactive Dance -- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces -- Oscillating Sound Installation -- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing -- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games -- Interactive Evolution of Swarms for the Visualisation of Consumptions -- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art -- Creative approaches on interactive visualization and characterization at the nanoscale -- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances -- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance -- Cyberella – Design issues for Interactive 360 degree film -- Smart, Affective, and Playable Cities -- Serious Game for Teaching Statistics in Higher Education: storyboard design -- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication -- The use of 360-degree video to provide an alternative media approach to Paralympic sports -- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices -- A Social App That Combines Dating and Museum -- Visiting Experiences -- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology -- A Serious Game for Hemophobia Treatment Phobos: first Insights -- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation -- To design with strings for playability in cities -- A storytelling smart-city approach to further cross-regional -- Tourism -- Re-interpreting cities with play Urban semiotics and Gamification -- Fostering Social Interaction in Playful Cities -- Saving Face: Play-full design for social engagement, in public smart city spaces -- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes -- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games -- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland -- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings -- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting -- Dynamic Lighting in Classrooms: A new interactive tool for teaching -- Designing a Playful Robot Application for Second Language Learning -- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources -- An Interactive Multisensory Virtual Environment for Developmentally Disabled -- Making Puppet Circuits -- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women -- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders -- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? -- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
ISBN: 9783030061340
Standard No.: 10.1007/978-3-030-06134-0doiSubjects--Topical Terms:
596298
Computer organization.
LC Class. No.: QA76.9.C643
Dewey Class. No.: 004.6
Interactivity, Game Creation, Design, Learning, and Innovation = 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /
LDR
:07065nam a22004215i 4500
001
1013642
003
DE-He213
005
20200703075222.0
007
cr nn 008mamaa
008
210106s2019 gw | s |||| 0|eng d
020
$a
9783030061340
$9
978-3-030-06134-0
024
7
$a
10.1007/978-3-030-06134-0
$2
doi
035
$a
978-3-030-06134-0
050
4
$a
QA76.9.C643
050
4
$a
TK5105.5-5105.9
072
7
$a
UT
$2
bicssc
072
7
$a
COM043000
$2
bisacsh
072
7
$a
UT
$2
thema
082
0 4
$a
004.6
$2
23
245
1 0
$a
Interactivity, Game Creation, Design, Learning, and Innovation
$h
[electronic resource] :
$b
7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings /
$c
edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla.
250
$a
1st ed. 2019.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2019.
300
$a
XX, 546 p. 198 illus., 168 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
$x
1867-8211 ;
$v
265
505
0
$a
Interfaces for Science: Conceptualizing An Interactive Graphical Interface -- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics -- Co-designing Gaming Experiences for Museums with Teenagers -- Moderate Recursion: A Digital Artifact of Interactive Dance -- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces -- Oscillating Sound Installation -- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing -- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games -- Interactive Evolution of Swarms for the Visualisation of Consumptions -- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art -- Creative approaches on interactive visualization and characterization at the nanoscale -- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances -- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance -- Cyberella – Design issues for Interactive 360 degree film -- Smart, Affective, and Playable Cities -- Serious Game for Teaching Statistics in Higher Education: storyboard design -- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication -- The use of 360-degree video to provide an alternative media approach to Paralympic sports -- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices -- A Social App That Combines Dating and Museum -- Visiting Experiences -- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology -- A Serious Game for Hemophobia Treatment Phobos: first Insights -- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation -- To design with strings for playability in cities -- A storytelling smart-city approach to further cross-regional -- Tourism -- Re-interpreting cities with play Urban semiotics and Gamification -- Fostering Social Interaction in Playful Cities -- Saving Face: Play-full design for social engagement, in public smart city spaces -- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes -- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games -- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland -- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings -- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting -- Dynamic Lighting in Classrooms: A new interactive tool for teaching -- Designing a Playful Robot Application for Second Language Learning -- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources -- An Interactive Multisensory Virtual Environment for Developmentally Disabled -- Making Puppet Circuits -- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women -- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders -- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? -- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
520
$a
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
650
0
$a
Computer organization.
$3
596298
650
0
$a
Optical data processing.
$3
639187
650
0
$a
Computers.
$3
565115
650
1 4
$a
Computer Systems Organization and Communication Networks.
$3
669309
650
2 4
$a
Computer Imaging, Vision, Pattern Recognition and Graphics.
$3
671334
650
2 4
$a
Information Systems and Communication Service.
$3
669203
650
2 4
$a
Computing Milieux.
$3
669921
700
1
$a
Brooks, Anthony L.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
883129
700
1
$a
Brooks, Eva.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1139660
700
1
$a
Sylla, Cristina.
$e
editor.
$1
https://orcid.org/0000-0003-2159-7566
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1307907
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783030061333
776
0 8
$i
Printed edition:
$z
9783030061357
830
0
$a
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
$x
1867-8211 ;
$v
154
$3
1253880
856
4 0
$u
https://doi.org/10.1007/978-3-030-06134-0
912
$a
ZDB-2-SCS
912
$a
ZDB-2-SXCS
912
$a
ZDB-2-LNS
950
$a
Computer Science (SpringerNature-11645)
950
$a
Computer Science (R0) (SpringerNature-43710)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login