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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

Title
Interactivity, Game Creation, Design, Learning, and Innovation [electronic resource] : 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla.
ISBN
9783030061340
Publication
Cham : Springer International Publishing : Imprint: Springer, 2019.
Physical Description
1 online resource (XX, 546 p.) 198 illus., 168 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
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.
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
February 04, 2019
Series
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering ; 265.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 265
Contents
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.
Also listed under
Brooks, Anthony L.
Brooks, Eva.
Sylla, Cristina.
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