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ArtsIT, Interactivity and Game Creation: 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings [Paperback]

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  • Category: Books (Technology & Engineering)
  • ISBN-10:  3031289927
  • ISBN-10:  3031289927
  • ISBN-13:  9783031289927
  • ISBN-13:  9783031289927
  • Publisher:  Springer
  • Publisher:  Springer
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Jun-2023
  • Pub Date:  01-Jun-2023
  • SKU:  3031289927-11-SPRI
  • SKU:  3031289927-11-SPRI
  • Pages:  634
  • Pages:  634
  • Item ID: 105224475
  • List Price: $119.99
  • Seller: ShopSpell
  • Ships in: 5 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 06 to Oct 08
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.
This book constitutes the refereed post-conference proceedings the 11th 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.

Dialogues Between Geometry, Computer Graphics and the Visual Arts (Special session).- [IN]Musicality: a collection of VR drawings and music as an artistic application of Hybrid Immersive Models.- 2000 eyes: Spherical View of La Fenice di Venezia. A Large-format equirectangular drawing with a gigapixel resolution.- A Comparative Study of Four 3D Facial Animation Methods: Skeleton, Blendshape, Audio-Driven, and Vision-Based Capture.- A Deep Learning-Based Approach for Generating 3D Models of Fluid Arts.-  Using off-the-shelf AR and VR software for teaching immersive perspectives to 9th grade students.- Geometrical feature identification of cuneiform signs on micro survey reconstruction.- Games and Gamification.- Digital Game-based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese.- CryptoKitties vs. Axie Infinity: Computational Analysis of NFT Game Reddit Discussions.- Preferences of Student in-GameElements for Implementation in Gamified Learning: a Survey Report.- Design Factors for an Educational Game where Girls and Boys Play Together to Learn Fundamental Programming.- Recreating Gaming Experience Through Spatial Augmented Reality.- IN[The Hate Booth]: a Gamified Installation to Coulƒ3
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