Interactivity, Game Creation, Design, Learning, and Innovation

8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings

Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Band 328

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Beschreibung

This book constitutes the refereed post-conference proceedings of two conferences: The 8 th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019.

The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Produktdetails

Einband Taschenbuch
Erscheinungsdatum 28.07.2020
Herausgeber Anthony Brooks, Eva Irene Brooks
Verlag Springer
Seitenzahl 790
Maße (L/B/H) 23.5/15.5/4.3 cm
Gewicht 1223 g
Auflage 1st ed. 2020
Sprache Englisch
ISBN 978-3-030-53293-2

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A gamification approach to recycling.- Our Museum Game: A Collaborative Game for User-Centered Exhibition Design.- Adoption of requirements engineering methods in game development: A literature and postmortem analysis.- Designing a Serious Game to Raise Awareness of Intimate.- Partner Violence Among Adolescents in the UK: The Use of ‘Good Games’ Principles for Effective Behavioural Change.- Personalization of Educational Video Games in APOGEE.- Arts and Artist.- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies.- SimonXXL - Investigating Spontaneous Group Formation around Public Installations.- Interactive Arts and Disability: a conceptual model toward understanding participation.- Nature and Nurturance across the ages: Modest means for modern times.- Huge Balls: A ludo-narrative exploration of game art.- Playing with the Artist.- Design as a Knowledge Constructing Activity.- Touch to Read: Investigating the Readers’ Interaction Experience in Mediated Reading with Story Apps.- Designing a smart toy interactive setting for creating stories.- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships.- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design.- Enabling rural women in India to speculate futures through games and theatre: A participatory approach.- Learning Designs and Participation through Digital Technologies.- Learning Designs and Participation through Digital Technologies.- Teachers’ Preferable Attributes of E-Learning Resources.- Innovative Inclusive Educational Technology in Language.- Classrooms and Learner Perspectives: A Study of Nine Learner Narratives.- GLOBE - Digital literacy and organizational learning by scenario-driven exercises.- Problem Solving and Collaboration when School Children Develop Game Designs.- To become digitally competent: A study of educators’ participation in professional learning.- Do people with diabetes follow the recommendations? A study of motivational and compliance factors of people with type 1 diabetes.- Innovation, Inclusion and Emerging Technologies.- Innovation, Inclusion and Emerging Technologies.- VR situated simulations.- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder.- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation.- Designing and Learning with IoT in a Passion-Based Constructionist Context.- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship.