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11th ArtsIT 2022: Faro, Portugal
- Anthony Lewis Brooks:
ArtsIT, Interactivity and Game Creation - 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 479, Springer 2023, ISBN 978-3-031-28992-7
Dialogues Between Geometry, Computer Graphics and the Visual Arts (Special Session)
- Lucas Fabián Olivero:
[IN]Musicality: A Collection of VR Drawings and Music as an Artistic Application of Hybrid Immersive Models. 3-21 - Chiara Masiero Sgrinzatto:
2000 Eyes: Spherical View of La Fenice di Venezia - A Large-Format Equirectangular Drawing with a Gigapixel Resolution. 22-35 - Mingzhu Wei, Nicoletta Adamo, Nandhini Giri, Yingjie Chen:
A Comparative Study of Four 3D Facial Animation Methods: Skeleton, Blendshape, Audio-Driven, and Vision-Based Capture. 36-50 - Mai Cong Hung, Trang Mai Xuan, Akihiro Yamada, Takashi Suzuki, Naoko Tosa, Ryohei Nakatsu:
A Deep Learning-Based Approach for Generating 3D Models of Fluid Arts. 51-61 - Manuel Flores, António Bandeira Araújo:
Using Off-the-Shelf AR and VR Software for Teaching Immersive Perspectives to 9th Grade Students. 62-77 - Sara Antinozzi, Fausta Fiorillo, Mirko Surdi:
Geometrical Feature Identification of Cuneiform Signs on Micro-Survey Reconstruction. 78-88
Games and Gamification
- Emir Medina, Marbert John Marasigan:
Digital Game-Based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese. 91-104 - Chien Lu, Giacomo Lauritano, Jaakko Peltonen:
CryptoKitties vs. Axie Infinity: Computational Analysis of NFT Game Reddit Discussions. 105-120 - Francisco Machado, Teresa Vieira, Mário Silva, Hugo Machado:
Preferences of Student In-Game Elements for Implementation in Gamified Learning: A Survey Report. 121-133 - Peter Mozelius, Niklas Humble:
Design Factors for an Educational Game Where Girls and Boys Play Together to Learn Fundamental Programming. 134-148 - Vibhuti Sagar, Prasad S. Onkar:
Recreating Gaming Experience Through Spatial Augmented Reality. 149-160 - Susana Costa, Mirian Nogueira Tavares, José Bidarra, Bruno Mendes da Silva:
IN[The Hate Booth]: a Gamified Installation to Counteract Hate Speech. 161-173 - Ying Zhu, Daniel Kim, Alex Alsheimer:
A Review of Game Design Techniques for Managing Suspense. 174-186 - João Paulo Sousa, Gonçalo Oliveira, Inês Barbedo, Bárbara Barroso, Rogério Tavares, Rui Pedro Lopes:
Implementation and Playtesting for a World Adventure Game's Procedural Content Generation System. 187-197
Museums and the Virtual
- Wladimir Hettmann, Matthias Wölfel, Marius Butz, Kevin Torner, Janika Finken:
Engaging Museum Visitors with AI-Generated Narration and Gameplay. 201-214 - Stefan Schaffer, Aaron Ruß, Oliver Gustke:
User Experience of a Conversational User Interface in a Museum. 215-223 - Sanni Mustonen, Siiri Paananen, Jonna Häkkilä:
Designing Virtual Guides' Characteristics for Remote Tourism in the Arctic. 224-238 - Siiri Paananen, Sanni Mustonen, Jonna Häkkilä, Ashley Colley:
User Experience in Virtual Museums - Evaluating Assassin's Creed Odyssey: Discovery Tour. 239-252 - Haoran Zhang, Jeffrey C. F. Ho:
VR Diet Museum: A Virtual Experience Designed for Better Learning and Reflection on Eating Habits and Its Effects. 253-268
Animation, AI, Books and Behavior
- Francisca Faria, Cátia Peres:
The Impact of Hybrid Animation on the Future of Animation. 271-297 - Mai Cong Hung, Naoko Tosa, Takashi Kusumi, Ryohei Nakatsu:
Investigation of the Relationship between Artworks and Real Objects Using AI and Psychological Experiments. 298-312 - Joana Rovira Martins, Pedro Martins, Ana Boavida:
Transmediation of the Illustrated Children's Book «Goodnight Moon»: A Web-Based Traditional Animation. 313-326 - Elena Partesotti, Eduardo D. Hebling, Artemis S. Moroni, Micael Antunes da Silva, César P. da Silva, Cássio G. Dezotti, Jônatas Manzolli:
Analysis of Affective Behavior in the Artistic Installation Moviescape. 327-345 - Martin Kasarda:
Fate, Death and Marketing. Is a Book the Same Product as Yogurt or a Car? 346-358 - Christian Torresan, Gilberto Bernardes, Elsa Sá Caetano, Maria Teresa Restivo:
The Singing Bridge: Sonification of a Stress-Ribbon Footbridge. 359-373 - Özge Raudanjoki, Jonna Häkkilä, Minna Pakanen, Ashley Colley:
Shadow Display Design Concepts for AI Enhanced Environments. 374-388
Fluency, Fashion, Emotion and Play
- Bruno Azevedo, Mariana Pereira, Sílvia Araújo:
Designing a Multilingual, Multimodal and Collaborative Platform of Resources for Higher Education. 391-404 - Jorge Forero, Gilberto Bernardes, Mónica Mendes:
Desiring Machines and Affective Virtual Environments. 405-414 - Yuya Amo, Minori Jonoo, Miwa Rokudo, Harumi Kawamura, Saeko Maruyama, Akiko Kozai, Naoko Tosa, Ryohei Nakatsu:
Development of Art Fashion by Integrating Art and Digital Textile Printing. 415-428 - Carla Sousa, José Carlos Neves:
Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society: Inclusion, and Access Through Participatory Action-Research. 429-444
Movement, Film and Audio
- Mathilde Papillon, Mariel Pettee, Nina Miolane:
PirouNet: Creating Dance Through Artist-Centric Deep Learning. 447-465 - Daniel Bisig, Muriel Romero:
Simulating Idiosyncratic Movement Qualities. 466-479 - Jimmy Eadie:
Audial Kinetics and the Disembodied Voice. 480-488 - Damián Keller, Azeema Yaseen, Marcello Messina, Sutirtha Chakraborty, Luzilei Aliel, Victor Lazzarini, Ivan Simurra, Joseph Timoney:
Banging Interaction in Ubiquitous Music. 489-503 - Ema Lavrador, Luís Teixeira, Sahra Kunz:
Motion Capture as a Tool of Empowerment for Female Main Characters. 504-514 - Zahra Asadi, Jonas Moons, Stefan Leijnen:
Next Level Choreography: Applying a Transformer Network to Generate Improvised Dance Motions. 515-525 - Chris Hales:
Customising the Interactive Film. 526-534 - Szu-Ming Chung, Ze-Yu Chen, Chun-Tsai Wu:
Synaesthesia Sound Design in Virtual Reality. 535-541 - Anthony Lewis Brooks, Eva Brooks:
Questioning Potentials of the Electrorganic aFrame in Music Therapy: Two Client Case Studies with a Single Music Therapist. 542-560
Misc
- Duarte L. Sousa, Vanessa Cesário, Pedro F. Campos:
Enabling Genuine Connections in a Digital Learning Environment for Students Through Information Communication Technologies. 563-575 - Bruno Azevedo, Francisco Cunha, Pedro Branco:
Designing an Interactive 2-Level Circular Algorithm to Visualize and Support Collaboration in Science. 576-590 - Selçuk Artut:
Cross-Sections Between Geometric Patterns of the Past and the Generative Arts of Today. 591-602 - Jasmina Maric:
The Resurrection of Art and Human Dignity MAGNETS Case Study. 603-613 - Nanami Nakamura, Robb Mitchell, Laurens Boer:
Touchy Tap: A Slow Technology for Shared Reflections on Water Consumption. 614-621 - Özge Raudanjoki, Ashley Colley, Jonna Häkkilä:
Shadows as Ambient Displays - A Design Space. 622-631
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