派博傳思國際中心

標題: Titlebook: ArtsIT, Interactivity and Game Creation; Creative Heritage. N Matthias W?lfel,Johannes Bernhardt,Sonja Thiel Conference proceedings 2022 IC [打印本頁]

作者: 選民    時間: 2025-3-21 18:50
書目名稱ArtsIT, Interactivity and Game Creation影響因子(影響力)




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書目名稱ArtsIT, Interactivity and Game Creation年度引用學科排名




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書目名稱ArtsIT, Interactivity and Game Creation讀者反饋學科排名





作者: craven    時間: 2025-3-21 21:56
Tackling Online Hate Speech? as online video games, pervasive games and pedagogical itineraries to counteract online hate speech, through gaming culture and connected social spheres as a motor for the promotion of mediatic literacy and digital citizenship.
作者: 保守    時間: 2025-3-22 02:46
Towards Inclusive and Interactive Spaces for Breakdancing. We question how practitioners embody breaking aesthetics in the gestures that emerge from their interaction with the IBMS and how this system might be leveraged to create a welcoming environment for b-girl practitioners, and possibly subvert or transform gender norms from breaking culture that manifest through movement.
作者: RLS898    時間: 2025-3-22 07:45

作者: 欲望小妹    時間: 2025-3-22 12:15

作者: 險代理人    時間: 2025-3-22 16:48

作者: Genteel    時間: 2025-3-22 18:16
Finance in Central and Southeastern Europe as online video games, pervasive games and pedagogical itineraries to counteract online hate speech, through gaming culture and connected social spheres as a motor for the promotion of mediatic literacy and digital citizenship.
作者: 油氈    時間: 2025-3-22 23:17
Han Yue,Nur Haiza Nordin,Nur Naddia Nordin. We question how practitioners embody breaking aesthetics in the gestures that emerge from their interaction with the IBMS and how this system might be leveraged to create a welcoming environment for b-girl practitioners, and possibly subvert or transform gender norms from breaking culture that manifest through movement.
作者: Rodent    時間: 2025-3-23 01:27
Conference proceedings 2022tsIT 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; Col
作者: laparoscopy    時間: 2025-3-23 05:33

作者: neoplasm    時間: 2025-3-23 12:44

作者: IOTA    時間: 2025-3-23 16:53
Digital Art and Dissipative Structures with an evolutionary approach, such as interactive artworks based on living plants, and on genetic algorithms. In this way, we demonstrate the value of investigating the self-organization process of dissipative structures within both the methodological and theoretical framework of interactive digital art.
作者: 金桌活畫面    時間: 2025-3-23 20:09
Dynamic Suspense Management Through Adaptive Gameplayntially be used to manage the level of suspense experienced by players, independent of the story and artifacts in the game. The work discussed in this paper will provide game designers with new tools for suspense management in non-narrative-based games.
作者: 芭蕾舞女演員    時間: 2025-3-24 00:52
https://doi.org/10.1007/978-3-031-21863-7 affordable motion capture systems are viable alternatives to capture performance for virtual heritage applications. We summarise the current status of the project and propose some possible pathways for future development.
作者: 帶子    時間: 2025-3-24 03:28
The Lost Film , (1957) as a Case Study to Evaluate Different Strategies of Performance Capture for V affordable motion capture systems are viable alternatives to capture performance for virtual heritage applications. We summarise the current status of the project and propose some possible pathways for future development.
作者: Perigee    時間: 2025-3-24 08:27
1867-8211 eation, 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; Fu
作者: Priapism    時間: 2025-3-24 13:49
https://doi.org/10.1057/9780230235755al realization of both installations in the context of physical computing. From a scientific perspective of physical computing and interactive biofeedback installations, we touch upon combining art and research in the form of art-as-science.
作者: 外形    時間: 2025-3-24 18:26

作者: NORM    時間: 2025-3-24 21:38
Visualization as Speculative Process to Explore Abstract Neuroscientific Principles Through New Medientific disciplines of neuroscience, neuropsychology, computational consciousness research and neuroanatomy. Visual and auditive metaphors are explored as potentially powerful tools for expanding research domains and enable meaning making processes that otherwise remained latent. I conclude by refl
作者: 杠桿    時間: 2025-3-25 02:27

作者: commonsense    時間: 2025-3-25 05:27

作者: 不公開    時間: 2025-3-25 09:34

作者: CRAMP    時間: 2025-3-25 14:33

作者: endarterectomy    時間: 2025-3-25 19:09

作者: Assemble    時間: 2025-3-25 22:32
Considering Authorial Liberty in Adaptive Interactive Narrativeser)..To explore the capabilities of this model as a framework for designing adaptive real-time interactive narratives, an exemplary system of such has been implemented, which allows a human agent (aka the .) to insert elements into the experience in real-time, and thus execute small changes to the n
作者: 結(jié)合    時間: 2025-3-26 03:40

作者: 不持續(xù)就爆    時間: 2025-3-26 04:30

作者: 門窗的側(cè)柱    時間: 2025-3-26 08:42

作者: Ceramic    時間: 2025-3-26 13:05
Clemens Kustner,Silke Waterstraats through games themselves. To demonstrate this framework, we have developed an injury-aware game and conducted a user study with players and game designers. The results from the proof-of-concept game and user study show that both players and designers have a positive reception to the idea of implem
作者: companion    時間: 2025-3-26 17:46
Clemens Kustner,Silke Waterstraatreport the results from a pilot study, which comprised of narrative interviews and a game jam workshop through which a game called . was produced. In conclusion, we discuss how the outcomes contribute to the field of art-based knowledge translation, as well as expand upon how game design approaches
作者: Vasoconstrictor    時間: 2025-3-27 00:51
https://doi.org/10.1007/978-1-4614-8511-7ve model through the combination of existing data analysis and machine learning that can rate team and player performance. The best performing model was able to correctly predict 67% of 306 games. Results indicate that while it is possible to predict the outcome of a competitive League of Legends ga
作者: 鋼筆尖    時間: 2025-3-27 01:56

作者: 乞討    時間: 2025-3-27 09:11

作者: 售穴    時間: 2025-3-27 11:21

作者: 阻止    時間: 2025-3-27 17:02

作者: GONG    時間: 2025-3-27 20:37

作者: 細菌等    時間: 2025-3-28 00:44

作者: 易受刺激    時間: 2025-3-28 04:21
Influence of Visual Appearance of Agents on Presence, Attractiveness, and Agency in Virtual Realityon of the system or certain aspects of it. To investigate which type of visualization influences presence, attractiveness, and sense of agency, we designed four different visualizations of agent-mediated interfaces, namely audio-only without embodiment, as an object, as an anthropomorphic object, an
作者: 極為憤怒    時間: 2025-3-28 06:28

作者: 種族被根除    時間: 2025-3-28 11:06
Tackling Online Hate Speech?ect “Play Your Role: Gamification Against Hate Speech”, funded by the European Commission‘s programme, Citizenship, Rights and Justice, which is related to the ONu‘s goal 16, Peace, Justice and Strong Institutions, we will contextualize and present a set of complementary and interrelated tools, such
作者: 使增至最大    時間: 2025-3-28 15:42

作者: extract    時間: 2025-3-28 20:11
Toward Injury-Aware Game Designeater emphasis on preventing and treating gaming injuries and proposed specific gaming health guidelines. However, the game industry and game research community have not done enough to address the hazards of gaming injuries or raise awareness about such hazards to players, parents, and game designer
作者: Control-Group    時間: 2025-3-28 23:58
Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depresences of depression and anxiety to build empathy and mental health awareness among young people. Previous studies have explored the use of different artistic mediums to represent different lived experiences and to raise awareness in the community. Video games are an interactive and immersive medium
作者: fluoroscopy    時間: 2025-3-29 04:03
Statistical Models for Predicting Results in Professional League of Legendssional players’ competitive strength. The modern esports team is a hierarchical business fuelled by investors and sponsorship. This paper is focused on the professional competitions in League of Legends esports. In existing real-world sports such as football or baseball, there is great attention pai
作者: 小平面    時間: 2025-3-29 11:15
Real-Time Dynamic Digital Scenography: An Electronic Opera as a Use Casehic projection. However, such technologies may sometimes collide with the natural (and sometimes unavoidable) improvisation moments of live interpretation. Thus, to ensure the control of these effects, large technical teams are often needed in the production of such events, which may become unfeasib
作者: artless    時間: 2025-3-29 13:11
The Lost Film , (1957) as a Case Study to Evaluate Different Strategies of Performance Capture for Voduct of the Malay-language film industry that was based in Singapore from the 1940s to the 1960s. However, this ‘classic’ film (along with one of its sequels) is now considered to be lost. For our research into the possibilities of virtual cinematic heritage, we researched scenes and sequences from
作者: 粉筆    時間: 2025-3-29 16:09
Considering Authorial Liberty in Adaptive Interactive Narrativesent (i.e. the degrees of freedom of the author/system). While one focus in current research on adaptive storytelling is automation using artificial intelligence, we argue that the core concept of adaptive storytelling needs further development before it can be suitably implemented in an automated sy
作者: FRET    時間: 2025-3-29 22:40
Towards Inclusive and Interactive Spaces for Breakdancingtive system using design methodologies drawing on the framework of “defamiliarization". Through a user study conducted as exploratory dance sessions with female practitioners of breaking, we observe the relationship between movement and music generated by the Interactive Breaking Music System (IBMS)
作者: esthetician    時間: 2025-3-30 03:19

作者: Cpr951    時間: 2025-3-30 06:35
ArtsIT, Interactivity and Game Creation978-3-030-95531-1Series ISSN 1867-8211 Series E-ISSN 1867-822X
作者: follicular-unit    時間: 2025-3-30 09:40
Henri-Claude de Bettignies,Fran?ois Lépineuxspired by the theory. It illustrates on the one hand the relationship between complex systems and digital art, and on the other hand, explains the basic conditions for self-organization. The latter is one of the characteristics of complex systems. While making a distinction with the theory of autopo
作者: 下邊深陷    時間: 2025-3-30 13:43
https://doi.org/10.1057/9780230235755 installations by artist Claudia Robles-Angel serve as examples. We briefly describe the artist’s intentions and give a detailed report of the technical realization of both installations in the context of physical computing. From a scientific perspective of physical computing and interactive biofeed
作者: FLAG    時間: 2025-3-30 19:54
Sustainable Banking: the Banco Real Modelse strategies for visualizing core ideas based on complex theoretical frameworks that are too abstract, incomplete, or complex to visualize through conventional data visualization methods with New Media Art playing a pivotal role in this speculative visualization process. One of those strategies tar




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