Interactivity and Game Creation 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings /

This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefu...

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Corporate Author: SpringerLink (Online service)
Other Authors: Brooks, Anthony. (Editor, http://id.loc.gov/vocabulary/relators/edt), Brooks, Eva Irene. (Editor, http://id.loc.gov/vocabulary/relators/edt), Jonathan, Duckworth. (Editor, http://id.loc.gov/vocabulary/relators/edt)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2021.
Edition:1st ed. 2021.
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 367
Subjects:
Online Access:https://doi.org/10.1007/978-3-030-73426-8
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505 0 |a Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging -- Embodiment in Virtual Reality Performance -- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals -- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object -- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum -- Space Pace: Method for creating augmented reality tours based on 360 videos -- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play -- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research -- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games -- Video game development processes that generate engagement in the players -- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom -- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming -- Context-based Visual Design Language for Design Communication -- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality -- Optimizations of VR360 Animation Production Process -- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts -- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets -- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership -- Bio-related Design Genres: A Survey on Familiarity and Potential Applications -- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches -- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation -- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families -- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review -- Effects of virtual reality in the area of responsible decision-making training on adolescents. 
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