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Titlebook: ArtsIT, Interactivity and Game Creation; 12th EAI Internation Anthony L. Brooks Conference proceedings 2024 ICST Institute for Computer Sci

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樓主: ANNOY
31#
發(fā)表于 2025-3-26 21:40:01 | 只看該作者
Fostering Collaboration in Science: Designing an Exploratory Time Travel Visualizationapping and supporting through a temporal perspective a curatorial behavior that already happens in social networks but without a visual communication logic. This article describes the design and implementation process of a temporal visualization structure in D3.js, and which combines a timeline, a n
32#
發(fā)表于 2025-3-27 03:48:38 | 只看該作者
33#
發(fā)表于 2025-3-27 08:17:00 | 只看該作者
A Review of?Game Design Techniques for?Evoking and?Managing Curiosityecond contribution is to use this framework to classify and analyze many game design techniques. Our work not only provides a deeper understanding of how curiosity can be managed in games but also provides a framework for game designers to develop new techniques.
34#
發(fā)表于 2025-3-27 10:19:14 | 只看該作者
Singing Coderehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire an
35#
發(fā)表于 2025-3-27 13:44:22 | 只看該作者
36#
發(fā)表于 2025-3-27 20:05:48 | 只看該作者
Describing and Comparing Co-located Interaction in Interactive Art Using a Relational Modelt would otherwise not be highlighted. As such, it provides a context for analysing and discussing strategies for co-located interaction and points to opportunities for research and creation in this field.
37#
發(fā)表于 2025-3-28 00:19:45 | 只看該作者
38#
發(fā)表于 2025-3-28 04:07:51 | 只看該作者
39#
發(fā)表于 2025-3-28 10:06:49 | 只看該作者
Aesthetics, Engagement, and Narration. A Taxonomy of Temporal Constraints for Ludo-Narrative Designetic ludo-narrative elements, which merge the ludic and narrative components of the game, are how time limitations are represented in video games. Consequently, a taxonomy of these limitations is suggested after an examination of crucial facets of the novel notion.
40#
發(fā)表于 2025-3-28 13:56:20 | 只看該作者
Conference proceedings 2024e and technology; computational art and the creative process; alternative realities, immersion experiences, and arts-based research..Part II: alternative realities, immersion experiences, and arts-based research; games; interactive technologies, multimedia, and musical art; human at centre..
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