ورود به حساب

نام کاربری گذرواژه

گذرواژه را فراموش کردید؟ کلیک کنید

حساب کاربری ندارید؟ ساخت حساب

ساخت حساب کاربری

نام نام کاربری ایمیل شماره موبایل گذرواژه

برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید


09117307688
09117179751

در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید

دسترسی نامحدود

برای کاربرانی که ثبت نام کرده اند

ضمانت بازگشت وجه

درصورت عدم همخوانی توضیحات با کتاب

پشتیبانی

از ساعت 7 صبح تا 10 شب

دانلود کتاب ArtsIT, Interactivity and Game Creation: Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International ... and Telecommunications Engineering, 422)

دانلود کتاب ArtsIT، تعامل و ایجاد بازی: میراث خلاق. دیدگاه‌های جدید از هنر رسانه و هوش مصنوعی. دهمین EAI بین المللی ... و مهندسی مخابرات، 422)

ArtsIT, Interactivity and Game Creation: Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International ... and Telecommunications Engineering, 422)

مشخصات کتاب

ArtsIT, Interactivity and Game Creation: Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International ... and Telecommunications Engineering, 422)

ویرایش: 1st ed. 2022 
نویسندگان: , ,   
سری:  
ISBN (شابک) : 3030955303, 9783030955304 
ناشر: Springer 
سال نشر: 2022 
تعداد صفحات: 474 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 77 مگابایت 

قیمت کتاب (تومان) : 79,000



ثبت امتیاز به این کتاب

میانگین امتیاز به این کتاب :
       تعداد امتیاز دهندگان : 18


در صورت تبدیل فایل کتاب ArtsIT, Interactivity and Game Creation: Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International ... and Telecommunications Engineering, 422) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب ArtsIT، تعامل و ایجاد بازی: میراث خلاق. دیدگاه‌های جدید از هنر رسانه و هوش مصنوعی. دهمین EAI بین المللی ... و مهندسی مخابرات، 422) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب ArtsIT، تعامل و ایجاد بازی: میراث خلاق. دیدگاه‌های جدید از هنر رسانه و هوش مصنوعی. دهمین EAI بین المللی ... و مهندسی مخابرات، 422)

این کتاب مجموعه مقالات داوری پس از کنفرانس دهمامین کنفرانس بین المللی EAI در ArtsIT، تعامل و ایجاد بازی، ArtsIT 2021 است که در دسامبر 2021 برگزار شد. به دلیل همه‌گیری COVID-19، کنفرانس به صورت مجازی برگزار شد.

31 مقاله کامل اصلاح‌شده ارائه‌شده با دقت از بین 57 مورد ارسالی انتخاب شدند. مقالات به صورت موضوعی در بخش های زیر مرتب شده اند: نظریه و بازتاب. هنر رسانه و واقعیت مجازی; بازی ها؛ فیوژن ها رویکردها؛ شمول و مشارکت؛ هوش مصنوعی در هنر؛ هوش مصنوعی در فرهنگ؛ کاربردهای هوش مصنوعی.


توضیحاتی درمورد کتاب به خارجی

This book constitutes the refereed post-conference proceedings the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually.

The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Theory and Reflections; Media Art and Virtual Reality; Games;  Fusions; Approaches; Inclusion and Participation; Artificial Intelligence in Art; Artificial Intelligence in Culture; Artificial Intelligence Applications.



فهرست مطالب

Preface
Organization
Contents
Media Arts and Virtual Reality
Digital Art and Dissipative Structures
	1 Introduction
	2 Dissipative Structures Theory
	3 Dissipative Structures Theory, Nature and Art
	4 Dissipative Structures and Digital Artworks
	5 Discussion
	6 Dissipative Structures Theory and Digital Art Theory
	7 Conclusion
	References
Web-Mindscapeand REFLEXION– In Sync/Out of Sync–: Biofeedback and Physical Computing in Inter-active New Media Art
	1 Introduction
		1.1 Biofeedback and Immersion in Interactive New Media Art
		1.2 Physical Computing in Interactive Biofeedback New Media Art Installations
		1.3 WEB-Mindscapeand REFLEXION:Artistic Intentions and Challenges
	2 Web-Mindscapeand REFLEXION– In Sync/Out of Sync:Brain-Computer Interface, Electrocardiogram, and Electroluminiscence in Interactive New Media Art
		2.1 Web-Mindscape
		2.2 REFLEXION– in Sync/Out of Sync –
	3 Summary and Future Perspectives
	References
NerveLoop:Visualization as Speculative Process to Explore Abstract Neuroscientific Principles Through New Media Art
	1 Introduction
	2 Consciousness, Neuroesthetics, and Visualization
		2.1 Consciousness
		2.2 Visualization, Graphic Interpretation, Speculation
		2.3 Neuroesthetics
		2.4 Evolution of the Encephalon
		2.5 Artistic Representations of the Brain and Consciousness
	3 NerveLoop
		3.1 Overview
		3.2 Hong Kong Urban Machine Jazz and Lights
		3.3 Spatiality, Velocity and User Experience
		3.4 Observations
	4 Conclusion
	References
Influence of Visual Appearance of Agents on Presence, Attractiveness, and Agency in Virtual Reality
	1 Introduction
	2 Related Work
	3 Hypotheses
	4 VR-Experience
		4.1 Agents
		4.2 Tasks of the User
	5 Study Design
		5.1 Presence
		5.2 Attractiveness
		5.3 Agency
		5.4 Procedure
		5.5 Participants
	6 Results
		6.1 Presence
		6.2 Attractiveness
		6.3 Sense of Agency
		6.4 Further Notes
		6.5 Scene Comparison
	7 Discussion and Outlook
	References
Reconstructing Facial Expressions of HMD Users for Avatars in VR
	1 Introduction
	2 Related Work
	3 System Architecture
	4 Sensing Lower Facial Expressions
		4.1 Datasets Used
		4.2 Augmentation of Training Data
		4.3 Mouth Detection
		4.4 Facial Landmark Extraction
		4.5 Face Muscle Activation
	5 Avatar Animation
		5.1 Face Modeling
		5.2 Rigging/Blendshapes
		5.3 Calibration
	6 Results
	7 Conclusion
	8 Future Work
	References
Games
Tackling Online Hate Speech?
	1 Introduction
	2 Online Hate Speech and Toxicity
	3 Hate Speech and Freedom of Speech
	4 Methodology
	5 Serious Games
	6 Four Serious Games Proposals
		6.1 Divide ET Impera
		6.2 Youtuber Simulator
		6.3 Social Threads
		6.4 Deplataforming
	7 Pervasive Games
	8 Prototyping a Pervasive Game
	9 Conclusions and Directions for Future Research
	References
Dynamic Suspense Management Through Adaptive Gameplay
	1 Introduction
	2 Related Work
	3 Managing Suspense Through Adaptive Gameplay
		3.1 Game Design Goals
		3.2 Player Suspense Model
		3.3 Suspense Manager
	4 User Study
	5 Conclusion and Future Work
	References
Toward Injury-Aware Game Design
	1 Introduction
	2 Related Work
	3 Gaming Injuries
	4 Injury-Aware Game Design
		4.1 Player Activity Monitor
		4.2 Data Analyzer
		4.3 Feedback to Game Designers
		4.4 Feedback to Game Players
		4.5 Injury-Aware Game AI
	5 An Example of Injury-Aware Game Design
		5.1 Player Activity Monitor
		5.2 Feedback to Game Designers
		5.3 Feedback to Game Players
		5.4 Injury-Aware Game AI
		5.5 User Study
	6 Conclusion and Future Work
	References
Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety
	1 Introduction
	2 Methods
	3 Outcomes of the Mental Jam Online Workshop
		3.1 Theme 1: Views About Causes of Depression and/or Anxiety
		3.2 Theme 2: Experiencing Depression and/or Anxiety
		3.3 Theme 3: Support and Challenges
		3.4 Theme 4: Recovery
	4 Discussion
	5 Conclusion
	References
Statistical Models for Predicting Results in Professional League of Legends
	1 Introduction
	2 League of Legends
	3 Background
	4 Dataset and Preparation
		4.1 Dataset Source
		4.2 Performance Measures
	5 Evaluation
		5.1 Team Ratings
		5.2 Player Ratings
		5.3 Performance Evaluation
	6 Conclusions and Future Work
	References
Fusions
Real-Time Dynamic Digital Scenography: An Electronic Opera as a Use Case
	1 Introduction
	2 Related Work
	3 TMIE
	4 Approach
		4.1 Digital Real-Time Effects
		4.2 Controlling Software
	5 Discussion and Conclusions
	References
The Lost Film Pontianak(1957) as a Case Study to Evaluate Different Strategies of Performance Capture for Virtual Heritage
	1 Introduction
	2 Pontianak(1957) and the Snake Bite Scene
	3 Performance Capture
		3.1 Capturing the Pontianak Snake Bite Scene
		3.2 Facial Capture
		3.3 Evaluation and Post-production
		3.4 Capturing a Second Scene with Two Systems
		3.5 Stationary Performance Capture
	4 Results
	5 Discussion and Conclusion
	References
Considering Authorial Liberty in Adaptive Interactive Narratives
	1 Introduction
	2 Designing for Adaptation
		2.1 Authorial Liberty Continuum
	3 Designing with the Authorial Liberty Continuum
		3.1 Evaluation of Event Perception
	4 Discussion
	5 Conclusion/Future Works
	References
Towards Inclusive and Interactive Spaces for Breakdancing
	1 Introduction
	2 Gender, Sexuality and Breaking: A Literature Review
		2.1 Origins and Challenges
		2.2 Hip-Hop and Feminism
		2.3 ``Queering the Dance Floor''
	3 Methodology
		3.1 ``Designing for Obliqueness'': Tensions Between HCI and Arts/Culture
		3.2 Moving and Making Strange
	4 Interactive System Development
		4.1 Gesture and Mapping
		4.2 Modeling vs. Tracking
		4.3 Feature Extraction and Mapping Design
	5 User Study
		5.1 Study Structure
		5.2 Results
		5.3 Discussion
	6 Conclusion
	References
Collaboration, Inclusion and Participation
Creative Collaboration with the “Brain” of a Search Engine: Effects on Cognitive Stimulation and Evaluation Apprehension
	1 Introduction
	2 Creative Collaboration with the “Brain” of a Search Engine
	3 Method
		3.1 Participants
		3.2 Materials and Measurements
		3.3 Procedure
	4 Results
	5 Discussion
	References
Designing Mobile Tasks to Improve Art Description Accessibility for People with Visual Impairments
	1 Introduction
	2 Background and Related Work
		2.1 Gathering Textual Contributions in Museum Spaces
		2.2 Art Beyond Sight
		2.3 Crowdsourced Descriptions of Images for People with VIs
		2.4 Art and Museum Accessibility for People with VIs
	3 Artworks Used in Both Approaches
	4 Baseline Approach Descriptions
		4.1 Task Designs
		4.2 Method for Curating Artwork Descriptions
		4.3 Docent Ratings
	5 ABS Approach Descriptions
		5.1 Task Designs
		5.2 Curating Artwork Descriptions
		5.3 Docent Ratings and Comparison to Baseline Approach
	6 People with Visual Impairments’ Ratings of and Comments on Artwork Descriptions
		6.1 Qualitative Findings for Baseline Approach
		6.2 Qualitative Findings for ABS Approach
		6.3 Suggestions for Improvement
	7 Discussion
		7.1 Limitations
		7.2 Lessons Learned and Resulting Guidelines
		7.3 Future Work: Moving from Online to Museum
	8 Conclusion
	Appendix
		General Overview: Subject, Form, and Color
		Orient the Viewer with Directions
		Use Specific Words
		Provide Vivid Details
		Refer to Other Senses as Analogues for Vision
		Explain Intangible Concepts with Analogies
		Encourage Understanding Through Reenactment
	References
Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling
	1 Introduction
	2 Digital Storytelling Research Methods with Migrants
	3 Participatory Design and Co-creation
	4 Case Study: Promoting Social Inclusion
		4.1 Photo-challenge
		4.2 Co-creation Workshop
	5 Results
		5.1 Thematic Analysis
		5.2 Notes from the Plenary Session
	6 Concluding Remarks and Lessons Learned
	7 Limitations
	References
Resonant Webs: An International Online Collaborative Arts Performance for Individuals with and without a Disability
	1 Introduction
	2 The Resonant Webs Live Performance
		2.1 Project Design and Scope
		2.2 Performance Ideation and Conceptualisation
		2.3 Technical Implementation
	3 Outcomes and Reflections of the Artists
		3.1 Perspectives on Interactive Digital Media
		3.2 Participation Through Online Technology
		3.3 Inclusion Through Online and Face-To-Face Collaboration
		3.4 Social and Cultural Participation
	4 Conclusion
	References
Facilitating Mixed Reality Public Participation for Modern Construction Projects: Guiding Project Planners with a Configurator
	1 Introduction
	2 E-Participation and the State of Configurators
	3 Design Guidelines for the Platform Configurator
		3.1 Usability Guidelines
		3.2 Design Dimensions
	4 Platform Configurator Development
		4.1 Concept
	5 Prototype and Evaluation
		5.1 Programming the Prototype
		5.2 Evaluation
	6 Next Steps and Outlook
	Appendix
	References
Artificial Intelligence in Art and Culture
AI in Art: Simulating the Human Painting Process
	1 Introduction
	2 The Human Painting Process
	3 Related Work
	4 Simulating the Human Painting Process Using Filters and Semantic Segmentation
	5 Experiments and Results
		5.1 Experimental Setup
		5.2 Evaluation in Relation to the Location of the Areas Being Painted
		5.3 Evaluation in Relation to the Order of the Areas Being Painted
		5.4 Evaluation in Relation to the Shape of the Areas Being Painted
		5.5 Evaluation in Relation to the Color of the Areas Being Painted
		5.6 Evaluation in Relation to How and When Edges Are Painted
		5.7 Evaluation of the General Realistic Look
	6 Conclusion and Future Work
	References
Unusual Transformation: A Deep Learning Approach to Create Art
	1 Introduction
	2 Generative Models in Deep Learning
	3 Unusual Transformation
		3.1 Concept of Unusual Transformation
		3.2 Ikebana and Shan-Shui as Target Data Sets
	4 Preliminary Experiment and Development of UTGAN
		4.1 Preliminary Experiment: Transformation to Ikebana
		4.2 Improvement of CycleGAN
	5 Examples of Unusual Transformation
		5.1 Transformation to Ikebana
		5.2 Transformation to Shan-Shui Paintings
	6 Discussion
	7 Conclusion
	References
Synthography – An Invitation to Reconsider the Rapidly Changing Toolkit of Digital Image Creation as a New Genre Beyond Photography
	1 Technical Advancements for a Creative Medium
		1.1 The Autopilot
		1.2 The Autonomous Camera
		1.3 The Indecisive Moment
	2 Autonomous Photographers
	3 Diverging into New Disciplines
	References
SOUND OF(F): Contextual Storytelling Using Machine Learning Representations of Sound and Music
	1 Introduction
	2 Background
	3 Technology Validation
		3.1 Audio Processing
		3.2 Dimensionality Reduction
		3.3 Virtual Reality Configuration
		3.4 Testing Study: Sounds of Street Performers in the New York City Subway
		3.5 Testing Study: The Structure of a Piano Performance
	4 Design of SOUND OF(F)
	5 Evaluation
		5.1 Methodology
		5.2 Quantitative Findings
		5.3 Qualitative Findings
	6 Conclusions
	References
Questions and Answers: Important Steps to Let AI Chatbots Answer Questions in the Museum
	1 Introduction
	2 About CHIM
	3 Question Collection
		3.1 Experimental Procedure
		3.2 Question Categorization
		3.3 Results and Discussion
	4 Answering Strategies
		4.1 Degree of Enrichment
		4.2 NLP Techniques
	5 Conclusion and Future Work
	References
Poetic Automatisms
	1 Introduction
		1.1 AI in the Creative Process
	2 Computation, Art and Creativity: Human vs. Automatic Creation
	3 Two Moments in Time - Comparing Two Seemingly Radically Disparate Art Phenomena
		3.1 Selection of Artistic Automatisms
		3.2 Psychology and Concepts of the Brain
		3.3 Criteria of Comparison
	4 Surprising Differences and Similarities
		4.1 A Collection of Automatisms
		4.2 Poetic Intentions
	5 Discussion
	References
Approaches and Applications
Design Patterns of Health Animation – Scaling Pattern Languages Into a New Domain
	1 Introduction
		1.1 Design Patterns – A Broad Approach
		1.2 Practices When Designing Health Animation Products
	2 Building and Applying a Pattern Library for Health Animation
		2.1 Inducting a Pattern – An Example
	3 Putting Patterns to the Test
		3.1 Pattern Example 1: Male vs. Female Voiceover
		3.2 Pattern Example 2: No Speaker
	4 Discussion
	5 Conclusion and Future Work
	Appendix
		Appendix 1:
		Appendix 2:
	References
The Effect of Characters' Locomotion on Audience Perception of Crowd Animation
	1 Introduction
	2 Literature Review
		2.1 Character Animation
		2.2 Crowd Rendering
		2.3 Perception of Virtual Characters
	3 Methodology
		3.1 Hypotheses
		3.2 Subjects
		3.3 Stimuli
		3.4 Evaluation Instrument
		3.5 Procedure
	4 Data Analysis
		4.1 Data Pre-processing
		4.2 Data Model
		4.3 Data Analysis
		4.4 Results
	5 Discussion and Future Work
	References
Information Presentation in Autonomous Shuttle Busses: –What and How?
	1 Introduction
	2 Study Design
		2.1 Research Questions
		2.2 Materials and Methods
		2.3 Participants
		2.4 Procedure
	3 Results
		3.1 Reasons for Concerns and Insecure Feeling
		3.2 Required Information
		3.3 Display via Human-Machine-Interfaces (HMIs)
		3.4 Information in Case of a Problem
		3.5 Reducing Concerns
		3.6 Continuous Information
		3.7 Summary
	4 Discussion and Outlook
	References
AI Assisted Design of Sokoban Puzzles Using Automated Planning
	1 Introduction
	2 Preliminaries
		2.1 Automated Planning
		2.2 Sokoban
	3 Related Work
	4 Puzzle Generation as Planning
		4.1 Sokoban Solving as Planning
		4.2 Level Creation as Planning
		4.3 Comparison to Related Work
		4.4 Generalization to Other Puzzles Than Sokoban
	5 Experimental Evaluation
		5.1 Setup
		5.2 Benchmark Instances
		5.3 Experimental Results
	6 Conclusion
		6.1 Future Work
	References
Logo Generation Using Regional Features: A Faster R-CNN Approach to Generative Adversarial Networks
	1 Introduction
	2 Our Approach
		2.1 DCGAN+ Framework
		2.2 LL-GAN Framework
	3 Dataset Construction and Labeling
		3.1 Raw Dataset
		3.2 Faster R-CNN Logo Detector
	4 Experiments
		4.1 DCGAN+ Framework
		4.2 LL-GAN Framework
		4.3 StyleGAN2
		4.4 Self-Attention GANs
	5 Evaluation of Results
		5.1 DCGAN+ and LL-GAN
		5.2 State-of-the-Art Models
	6 Conclusion
	References
User Study on the Effects Explainable AI Visualizations on Non-experts
	1 Introduction
	2 Related Work
	3 The User Study
		3.1 The Explanation Tools
		3.2 Study Design
	4 Results
	5 Discussion and Conclusion
	References
Author Index




نظرات کاربران