• Produktbild: Interactivity and Game Creation
  • Produktbild: Interactivity and Game Creation
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Interactivity and Game Creation 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings

Fr. 72.90

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

10.04.2021

Herausgeber

Anthony Brooks + weitere

Verlag

Springer

Seitenzahl

478

Maße (L/B/H)

23.5/15.5/2.7 cm

Gewicht

739 g

Auflage

1st edition 2021

Sprache

Englisch

ISBN

978-3-030-73425-1

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

10.04.2021

Herausgeber

Verlag

Springer

Seitenzahl

478

Maße (L/B/H)

23.5/15.5/2.7 cm

Gewicht

739 g

Auflage

1st edition 2021

Sprache

Englisch

ISBN

978-3-030-73425-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Interactivity and Game Creation
  • Produktbild: Interactivity and Game Creation
  • Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging.- Embodiment in Virtual Reality Performance.- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals.- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object.- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum.- Space Pace: Method for creating augmented reality tours based on 360 videos.- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play.- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research.- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games.- Video game development processes that generate engagement in the players.- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom.- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming.- Context-based Visual Design Language for Design Communication.- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality.- Optimizations of VR360 Animation Production Process.- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts.- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets.- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership.- Bio-related Design Genres: A Survey on Familiarity and Potential Applications.- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches.- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation.- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families.- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review.- Effects of virtual reality in the area of responsible decision-making training on adolescents.