Interactivity, Game Creation, Design, Learning, and Innovation
Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation


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About the Book

Interfaces for Science: Conceptualizing An Interactive Graphical Interface.- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics.- Co-designing Gaming Experiences for Museums with Teenagers.- Moderate Recursion: A Digital Artifact of Interactive Dance.- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces.- Oscillating Sound Installation.- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing.- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games.- Interactive Evolution of Swarms for the Visualisation of Consumptions.- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art.- Creative approaches on interactive visualization and characterization at the nanoscale.- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences - recognition and related creating with and for affordances.- Memorial Design Pattern Catalogue- Design issues for Digital Remembrance.- Cyberella - Design issues for Interactive 360 degree film.- Smart, Affective, and Playable Cities.- Serious Game for Teaching Statistics in Higher Education: storyboard design.- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication.- The use of 360-degree video to provide an alternative media approach to Paralympic sports.- "I didn't know, you could do that" - Affordance Signifiers for Touch Gestures on Mobile Devices.- A Social App That Combines Dating and Museum.- Visiting Experiences.- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology.- A Serious Game for Hemophobia Treatment Phobos: first Insights.- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.- To design with strings for playability in cities.- A storytelling smart-city approach to further cross-regional.- Tourism.- Re-interpreting cities with play Urban semiotics and Gamification.- Fostering Social Interaction in Playful Cities.- Saving Face: Play-full design for social engagement, in public smart city spaces.- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes.- GLOBE - Cognitive and social competence development by virtual collaboration and simulation games.- Makerspaces promoting students' design thinking and collective knowledge creation: Examples from Canada and Finland.- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings.- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting.- Dynamic Lighting in Classrooms: A new interactive tool for teaching.- Designing a Playful Robot Application for Second Language Learning.- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources.- An Interactive Multisensory Virtual Environment for Developmentally Disabled.- Making Puppet Circuits.- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women.- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project, . Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder, . A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders.- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?.- Evolving Playful and Creat


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Product Details
  • ISBN-13: 9783030061333
  • Publisher: Springer
  • Publisher Imprint: Springer
  • Height: 234 mm
  • No of Pages: 546
  • Series Title: Lecture Notes of the Institute for Computer Sciences, Social
  • Sub Title: 7th Eai International Conference, Artsit 2018, and 3rd Eai International Conference, DLI 2018, Ictcc 2018, Braga, Portugal, October 24-26, 2018, Pro
  • Width: 156 mm
  • ISBN-10: 3030061337
  • Publisher Date: 31 Jan 2019
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Spine Width: 29 mm
  • Weight: 838 gr


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