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

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樓主: 選民
41#
發(fā)表于 2025-3-28 15:42:21 | 只看該作者
42#
發(fā)表于 2025-3-28 20:11:25 | 只看該作者
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
43#
發(fā)表于 2025-3-28 23:58:07 | 只看該作者
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
44#
發(fā)表于 2025-3-29 04:03:44 | 只看該作者
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
45#
發(fā)表于 2025-3-29 11:15:30 | 只看該作者
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
46#
發(fā)表于 2025-3-29 13:11:23 | 只看該作者
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
47#
發(fā)表于 2025-3-29 16:09:35 | 只看該作者
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
48#
發(fā)表于 2025-3-29 22:40:44 | 只看該作者
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)
49#
發(fā)表于 2025-3-30 03:19:59 | 只看該作者
50#
發(fā)表于 2025-3-30 06:35:45 | 只看該作者
ArtsIT, Interactivity and Game Creation978-3-030-95531-1Series ISSN 1867-8211 Series E-ISSN 1867-822X
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