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| 003 | EG-ScBUE | ||
| 005 | 20230907110050.0 | ||
| 008 | 220209s2022 sz a f b 001 0 eng d | ||
| 020 | _a9783030955304 | ||
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_aEG-ScBUE _beng _erda _cEG-ScBUE _dEG-ScBUE |
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_aArtsIT, interactivity and game creation : _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. |
| 264 | 1 |
_aCham : _bSpringer, _c2022. |
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| 300 |
_aXII, 470 pages ; _billustration ; _c24 cm. |
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| 336 |
_2rdacontent _atext _btxt |
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| 337 |
_2rdamedia _aunmediated _bn |
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| 338 |
_2rdacarrier _avolume _bnc |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 0 |
_aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, _x1867-822X ; _v422 |
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| 504 | _aIncludes bibliographical references and index. | ||
| 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. | |
| 506 | _aAvailable on campus and off campus with authorized login. | ||
| 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 | 7 |
_aTelecommunication. _2BUEsh |
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| 650 | 7 |
_aComputer networks . _2BUEsh |
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| 650 | 7 |
_aArtificial intelligence. _2BUEsh |
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| 650 | 7 |
_aUser interfaces (Computer systems). _2BUEsh |
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| 650 | 7 |
_aHuman-computer interaction. _2BUEsh |
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| 653 |
_bART _2GD |
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| 655 | _vReading book | ||
| 700 | 1 |
_aWölfel, Matthias. _0editor. |
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| 700 | 1 |
_aBernhardt, Johannes, _0editor. |
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| 700 | 1 |
_aThiel, Sonja, _0editor. |
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| 773 | 0 | _tSpringer Nature eBook | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030955304 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030955328 |
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