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ویرایش: 1st ed. 2022 نویسندگان: Matthias Wölfel (editor), Johannes Bernhardt (editor), Sonja Thiel (editor) 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
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.
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.
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.
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