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Titlebook: ArtsIT, Interactivity and Game Creation; 11th EAI Internation Anthony L. Brooks Conference proceedings 2023 ICST Institute for Computer Sci

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發(fā)表于 2025-3-21 17:28:27 | 只看該作者 |倒序瀏覽 |閱讀模式
期刊全稱ArtsIT, Interactivity and Game Creation
期刊簡稱11th EAI Internation
影響因子2023Anthony L. Brooks
視頻videohttp://file.papertrans.cn/163/162794/162794.mp4
學科分類Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engi
圖書封面Titlebook: ArtsIT, Interactivity and Game Creation; 11th EAI Internation Anthony L. Brooks Conference proceedings 2023 ICST Institute for Computer Sci
影響因子This book constitutes the refereed post-conference proceedings the 11.th. EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022.. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio..
Pindex Conference proceedings 2023
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發(fā)表于 2025-3-21 23:23:39 | 只看該作者
2000 Eyes: Spherical View of La Fenice di Venezialar projection, on the occasion of the special setup “Chiglia” (keel) designed during the Covid-19 Pandemic. This experimental project aims at testing practices and techniques to create gigapixel hand-drawn panoramic views of complex environments from observation and showing how the use of 360° draw
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A Deep Learning-Based Approach for Generating 3D Models of Fluid Artsng multiple generative adversarial networks (GANs) to reconstruct and predict the shape of the fluid artworks from two-dimensional reference photos was proposed. This is an extension of our previous efforts with Wasserstein GAN enhancements to predict the shape of the unmapped part and correct the t
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發(fā)表于 2025-3-22 09:32:54 | 只看該作者
Using Off-the-Shelf AR and VR Software for Teaching Immersive Perspectives to 9th Grade Students of these concepts to young students, and a didactic itinerary for Portuguese 9th grade students has been proposed and executed along these lines. A part of this reformulation is an integration with VR and AR visualizations which was implemented with off-the-shelf software. We report on both the adv
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發(fā)表于 2025-3-22 14:51:26 | 只看該作者
Geometrical Feature Identification of Cuneiform Signs on Micro-Survey Reconstructionntext of 3D digital documentation. Surveying small artifacts and accurately representing their geometry, however, remains challenging. This can be ascribed to the still high cost of the most popular equipment for that purpose (active sensors) as well as the requirement for professional expertise whe
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Preferences of Student In-Game Elements for Implementation in Gamified Learning: A Survey Reportrogress. However, the implementation of gamification does not always yield the desired outcomes for several reasons, for example poor implementation and with mixed results among students. Some studies refer the importance of designing personalized or adaptive gamification in order to allow customiza
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A Review of Game Design Techniques for Managing Suspensection and film, there has been relatively little research on managing suspense in games. As interactive media, games differ from traditional media in many ways. Although many conventional techniques for managing suspense still apply to games, certain suspense manipulation techniques are specific to
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