Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings (Lecture Notes of ... and Telecommunications Engineering, 367)
معرفی کتاب «Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings (Lecture Notes of ... and Telecommunications Engineering, 367)» نوشتهٔ Anthony Brooks,Eva Irene Brooks,Duckworth Jonathan (eds.)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed post-conference proceedings of the 9 th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 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. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging. Preface Conference Organization (ArtsIT) Contents Art, Installation and Performance Embodiment in Virtual Reality Performance 1 Introduction 1.1 Performance and Media Art 1.2 Virtual Reality and Embodiment 2 Three Performances Exploring the Concept of Embodiment in Virtuality 2.1 Nuve (2010) 2.2 Co:Lateral (2016) 2.3 Una (2020) 3 Conclusions References Designing Context-Aware Mobile Systems for Self-guided Exhibition Sites 1 Introduction 1.1 Mobile Exploration Systems 1.2 Research Question and Hypotheses 2 Designing “Aratag” 2.1 The Aratag Application 3 Research Design of Aratag in the Wild 3.1 Applied Methods and Frameworks 3.2 Analytical Approaches and Limitations 3.3 Presentation of Data 4 Analysis and Findings 4.1 Content 4.2 Technology 5 Discussion 6 Conclusion References Designing the Exhibition Modus of Virtual Experiences: Virtual Reality Installations at Film Festivals 1 Introduction 2 Materials and Methods 2.1 Materials 2.2 Method 3 How Are CVR Installations at Film Festivals Designed? 3.1 Designing the Story Room 3.2 Designing the Attraction Window 3.3 Designing the Performance Space 4 Discussion 5 Conclusion References (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object 1 Introduction 2 Related Work 2.1 Performance Art 2.2 Mixed Reality in Performance Art 2.3 Cognitive Absorption 3 Design of (AB)USE ME: A Mixed Reality Performance Installation 3.1 Conceptual Framework 3.2 Interactions and Outcomes 3.3 Implementation Overview 4 Evaluation 4.1 Participants and Performer 4.2 Procedure 4.3 Results and Discussion 5 Conclusion and Future Work References Acetate - Impermanence and Destruction Within Sound Art 1 Sound Art 2 Influential Artists on Sound Art 3 Impermanence and Destruction 4 Repetition as Aesthetic 5 Wow&Flutter (2017) 6 Collision (2018) 7 Conclusion References Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum 1 Introduction 2 Related Work 2.1 AR in Museum Contexts 2.2 Dramatic Interaction 2.3 Non-playable Characters in Augmented and Virtual Reality 3 Materials and Methods 3.1 Apparatus 3.2 Procedure 3.3 Hypothesis and Data Collection 3.4 Statistical Analysis 4 Results and Discussion 5 Conclusion References Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos 1 Introduction 2 Related Work 3 Space Pace 3.1 Design Workshop 3.2 Implementation of the Trial Experience 4 User Testing and Evaluation 4.1 Results 5 Guidelines 6 Discussion 7 Conclusions and Future Work References Games The Time Machine and the Voodoo Doll: Exploring Customized Computer Game Controllers and Their Influence on the Experience of Play 1 Introduction 2 A Few Methodological Considerations 3 Project Time Machine: An Unconventional Way to Save the World 3.1 The Functionality of the Time Machine 4 Project Voodoo Doll: Finding Your Way Around Inside a Toy 4.1 Functionality of the Voodoo Doll 5 Towards an Understanding of the Relationship Between Customized Game Controllers, the Player, and the Game World 6 Concluding Remarks References The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research 1 Introduction 2 Background 3 Method 3.1 Data Collection 3.2 Data Curation 3.3 Bibliometric Analysis 3.4 Text Mining 4 Results 4.1 Bibliometric Analysis Results 4.2 Extracted Topics 4.3 Topic Prevalence over Time 4.4 Relationship Between Topics and Citations 5 Discussion 6 Conclusions, Limitations and Opportunities References A Matrix for Gamifying Development Workshops 1 Games as a Workshop Facilitation Approach 2 Gamification Fidelity of Workshops 3 The Parameters of a Gamification Matrix 3.1 Purpose and Outcome 3.2 Framing Context and Process 3.3 Game Fidelity 3.4 The Gamification Matrix 4 Game Cases 4.1 Add Value 4.2 Our Museum Game 4.3 Booster Cards 4.4 Use Case - Cards for IoT 5 Process and Discussion 6 Conclusion References Creative Process of Pre-production of Video Games 1 Introduction 1.1 State of the Art Game Studies 1.2 A Visual-Cultural History of the Artistic Image 2 The Model Approach 2.1 References of Models 2.2 The Model Approach of Creativity Process 3 Conclusions References Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve 1 Introduction 2 Literature Review 2.1 Frameworks Theories for the Development of Video Games 2.2 Aesthetics and Graphic of Video Games 2.3 Characteristics of Digital Video Games that Involve the Public 3 Research Methodology and Objectives 4 Analysis of Research Results 4.1 Steam Global Top Charts 4.2 Don’t Starve: Single and Multiplayer Modes 4.3 Engagement Custom Audience 5 Conclusions References Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flipped Classroom 1 Introduction 2 Related Works 2.1 Serious Games and Gamification 2.2 Serious Games in the FC 2.3 Cognitive Benefits and Learning Objectives 3 Methodology 3.1 Focus Group Investigation 3.2 Research Design and Data Collection 4 Results 4.1 Analysis and Results: The Challenges of Collaborative Design 4.2 Design Choices and Elaboration of the Game Platform 5 Discussion 6 Conclusion References Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming 1 Introduction 2 Related Work 2.1 Representation and Digitisation for CH Preservation 2.2 Digitization Approaches for Tangible CH 2.3 Advances in the Gaming Industry 2.4 This Work 3 The Island of Chios Game Concept and Implementation 3.1 Game Scenario and Objective 3.2 Knowledge Acquisition and 3D Reconstructions 3.3 Knowledge Representation and Authoring 3.4 3D Game Implementation 3.5 Gameplay Implementation 4 Discussion and Future Work References Design Context-Based Visual Design Language for Shape Generation 1 Introduction 2 Overview of Natural Language Processing and Design Language 2.1 Natural Language Processing 2.2 Design Language System 2.3 Perception in Design 3 Context-Based Visual Design Language 3.1 Shape Morphology Level of Analysis 3.2 Design Lexicon Level of Analysis 3.3 Design Syntax Level of Analysis 3.4 Design Semantics Level of Analysis 3.5 Design Pragmatics Level of Analysis 4 Implementation of the Framework 5 Conclusions and Future Work References Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow 1 Introduction 2 Related Work 2.1 Cognitive Flow 2.2 Designing Immersive Interactive Technologies for Positive Change 2.3 Mapping Strategies for Sound, Visuals, and Movement in Interactive Systems 3 Design of Synergia: A VR System for Creative Expression and Positive Change 3.1 Mapping Sound and Visuals to Arm Movements 3.2 Implementation Overview 4 Evaluation 4.1 Experiment 1 4.2 Experiment 2 5 Conclusion and Future Work References Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality 1 Introduction 2 Related Work 3 Methodology 4 Discussion 4.1 Objective Results 4.2 Subjective Results 5 Conclusions and Future Work References 3D Localisation of Sound Sources in Virtual Reality 1 Introduction 2 Background 2.1 Sound Localisation 2.2 Reverb 2.3 Related Work 3 Test Environment Design 3.1 Audio Source 3.2 Room Setup 3.3 Laser Pointer 3.4 Audio Source Positions 3.5 Experimental Procedure 4 Experimental Setup 4.1 Scenes and Data Collection 4.2 Engine Setup 4.3 Engine Selection 5 Results 5.1 Means 5.2 Scatter Plots 5.3 Friedman Test 6 Discussion 7 Future Work 8 Conclusion References Optimizations of VR360 Animation Production Process 1 Introduction 2 Literature Review 2.1 VR Animation Production Process 2.2 Real-Time Rendering 2.3 Motion Capture and Live Performance 3 Design Content 3.1 VR360 Animation Short Film 3.2 Art Design 3.3 Modeling and Materializing 3.4 Motion Capture 3.5 Faceware 3.6 Integration in Unreal Game Engine 4 Methodology 4.1 VR360 Animation Production Process 4.2 Integration of Different Software Programs 4.3 Problem Solving 5 Conclusion References TeMoG – An Accessible Tool for Creating Custom Soft Robotics Parts 1 Introduction 2 Soft Robotic Tentacles 3 Tentacle Mold Generator (TeMoG) – Tool Overview 4 Fabrication Procedure 4.1 Designing the Mold 4.2 3D Printing Mold Parts 4.3 Fabricating the Tentacle 5 Additions 5.1 Fiber Reinforcements 5.2 Surface Texture 5.3 Sensing 6 Example Projects 6.1 LARPing AI 6.2 Tales of C 7 Conclusion and Further Work References Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets 1 Introduction 2 Related Work 3 The System 3.1 Input Processing Module 3.2 Evolution Module 3.3 Evaluation Module 4 Experiments 5 Conclusions and Future Work References Intelligence and Creativity in Healthcare, Wellbeing and Aging Data City: Leveraging Data Embodiment Towards Building the Sense of Data Ownership 1 Introduction 2 Related Work 3 Design Rationale 3.1 Survey and Interview 3.2 Participatory Workshop 3.3 Design of DataCity 3.4 User Testing 4 Interactivity 5 Discussion 5.1 The Effectiveness of the Prototype 5.2 The Pros and Cons of Tangible User Interface 5.3 The Need for Long-Term Development 5.4 Further Improvement of Data Aggregation and Categorization 6 Conclusion References Bio-related Design Genres: A Survey on Familiarity and Potential Applications 1 Introduction 1.1 The Background of Biophilia, Biophilic Design, Bio-inspired and Bio-design 1.2 Research Aim 1.3 Structure 2 Methodology 2.1 Research Project Structure 2.2 Questionnaire Design 3 Results and Discussion 3.1 Respondents Background 3.2 The Knowledge on Biophilia, Biophilic Design, Bio-inspired and Bio-design was Analysed 4 Conclusions and Outlook References IoT Product Pleasurability - Investigating the Pleasurable User Experiences Between Conventional Products and IoT Products Through Watches 1 Emerging of IoT Products 2 User Experience Theory of Designing Products 3 Research Aims 4 Methodology 5 The Questionnaires 6 Data Analysis 6.1 Sample Size and Analyse Method 6.2 Background of Participants 7 Findings 7.1 Functionality and Usability 7.2 Pleasure 8 Discussion 8.1 Improved Functionality and Uncertain Usability of IoT Products 8.2 No Obvious Differences in Four Kinds of Pleasure Between Conventional & IoT Products from Data 8.3 The Different Psycho-Pleasures Between Conventional and IoT Products 8.4 Limitations of the Study 9 Conclusions References A Budget Setting Design Intervention for Reducing Personal Expenses for Chinese Young Generation 1 Background 2 Related Work 2.1 Natural Mental Bias 2.2 The Affecting Factors for Consumption Choice After Getting the Consumption Needs 3 Research Design 4 Study 1: Surveys of People’s Financial Habits and Experiences with Current Solutions 4.1 First Survey: Current Accounting Tools Are not Efficient in Helping Self-finance-Management 4.2 Second Survey: The Type of Spending that People Are Willing to Reduce 4.3 Limitations of the Survey 5 Study 2: Design-Oriented Experiments 5.1 Design Considerations 5.2 Experiment 1: A Pre-test and Post-test Activity with an Attempted Intervention In-Between 5.3 Experiment 2: Controlled Experiment 5.4 Lesson Learned 6 Design Concept BUDG and Its Initial Feedback 6.1 Budget Planning 6.2 Budget Balance 6.3 Spending Recording 6.4 Auto Recording 6.5 Initial User Testing 7 Conclusion and Future Work References Bukas: Material Messages for Filipino Migrant Workers and Their Transnational Families 1 Introduction 2 Related Work 2.1 Habitat 2.2 FamilyPortals 2.3 MemoryReel 2.4 Strategies for Designing Technology for Intimate Relationships 3 Theoretical Framework 4 A Design-Led Research Process 4.1 Field Observation 4.2 Cultural Probes 4.3 Semi-structured Interviews 4.4 Participatory Workshop (with OFWs) 5 Analysis, Conceptual Framework, and Final Design Criteria 5.1 Analysis 5.2 Design Guidelines and Criteria 6 The Design Concept of Bukas 6.1 Design of Tangible Components 6.2 Design of Intangible Components 6.3 Interactivity 7 Initial User Study and Discussion 7.1 Study Set-Up 7.2 Study Results and Improvements 7.3 Discussion and Reflection 8 Conclusion and Future Work References The Design Intervention Opportunities to Reduce Procedural-Caused Healthcare Waste Under the Industry 4.0 Context – A Scoping Review 1 Introduction 1.1 Healthcare Waste and Its Causes 1.2 The Industry 4.0 2 Method 3 Results - Existing Solutions and Future Prospects 3.1 System Level Design Intervention Opportunities - Lean Approaches to Reducing Procedural Caused Waste 3.2 Procedure-Level Design Intervention Opportunities - Using IoT in Medical Procedures 3.3 Service-Level Design Intervention Opportunities - Digitization and AI in the Medical Industry 3.4 Product-Level Design Intervention Opportunities - Additive Manufacturing 4 Discussion and Conclusion References Effects of Virtual Reality in the Area of Responsible Decision-Making Training on Adolescents 1 Introduction 2 Literature Review 2.1 Emotional Learning 2.2 VR, Learning and Social Cognition 2.3 Emotional Learning Self-regulation and Adaptation 3 Hypothesis and Theoretical Background 3.1 Hypothesis 3.2 Frameworks and Scales 4 Experiment 4.1 Participants 4.2 Procedures 4.3 Structure of the Sessions 4.4 Setting and Technical Considerations 5 Results 5.1 Improvement Responsible Decision Making 5.2 SODAS Analysis 5.3 Qualitative Analysis 5.4 Qualitative SEL Analysis 6 Discussion 6.1 Improvement of Responsible Decision Making 6.2 Learning Attribution Progression 6.3 SEL Dimensions of Learning 7 Considerations for Design 8 Conclusion 8.1 Limitations 8.2 Future Work References Author Index
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