ArtsIT, Interactivity and Game Creation: 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
ArtsIT, Interactivity and Game Creation: 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
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This book presents the refereed post-conference proceedings of the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022, held in Faro, Portugal, in November 2022. The conference featured 45 revised full papers, covering various themes such as geometry, computer graphics, visual arts, games, gamification, museums, animation, AI, books, behavior, fluency, fashion, emotion, and play.
Format: Paperback / softback
Length: 634 pages
Publication date: 04 April 2023
Publisher: Springer International Publishing AG
The 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022, held in Faro, Portugal, from November 21 to 22, 2022, brought together a vibrant community of scholars and practitioners to explore the intersection of arts, technology, and interactivity. This conference, now in its 11th edition, showcased a remarkable array of 45 revised full papers, carefully selected from a pool of 118 submissions. These papers were organized into five thematic sections, reflecting the diverse and interdisciplinary nature of the conference.
The first section, "Dialogues Between Geometry, Computer Graphics, and the Visual Arts," delved into the interplay between geometry, computer graphics, and the visual arts, exploring how these disciplines intersect and influence each other. The papers in this section explored topics such as geometric modeling, computer-generated imagery, virtual reality, and interactive installations, highlighting the creative possibilities and challenges that arise when these fields converge.
The second section, "Games and Gamification," examined the role of games and gamification in various domains, including education, entertainment, and healthcare. The papers in this section explored the design, development, and evaluation of games and gamified experiences, discussing their potential to engage and motivate users, promote learning, and enhance well-being.
The third section, "Museums and the Virtual," explored the use of technology to enhance the visitor experience in museums. The papers in this section discussed the development of virtual exhibitions, interactive displays, and augmented reality experiences, highlighting the ways in which museums can leverage technology to engage and educate their audiences.
The fourth section, "Animation, AI, Books, and Behavior," examined the intersection of animation, artificial intelligence, literature, and behavior. The papers in this section explored the use of animation and AI to create immersive and interactive experiences, the role of literature in shaping cultural narratives, and the relationship between behavior and technology.
The fifth section, "Fluency, Fashion, Emotion, and Play," explored the role of fluency, fashion, emotion, and play in shaping human experiences and interactions. The papers in this section discussed the design of expressive interfaces, the use of fashion as a medium for self-expression, the emotional impact of technology, and the playful aspects of interactive experiences.
In conclusion, the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022, was a resounding success, showcasing the latest advancements and innovations in the fields of arts, technology, and interactivity. The conference provided a platform for scholars and practitioners to exchange ideas, share research findings, and foster collaborations, contributing to the growth and development of this vibrant community.
The 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022, held in Faro, Portugal, from November 21 to 22, 2022, brought together a vibrant community of scholars and practitioners to explore the intersection of arts, technology, and interactivity. This conference, now in its 11th edition, showcased a remarkable array of 45 revised full papers, carefully selected from a pool of 118 submissions. These papers were organized into five thematic sections, reflecting the diverse and interdisciplinary nature of the conference.
The first section, "Dialogues Between Geometry, Computer Graphics, and the Visual Arts," delved into the interplay between geometry, computer graphics, and the visual arts, exploring how these disciplines intersect and influence each other. The papers in this section explored topics such as geometric modeling, computer-generated imagery, virtual reality, and interactive installations, highlighting the creative possibilities and challenges that arise when these fields converge.
The second section, "Games and Gamification," examined the role of games and gamification in various domains, including education, entertainment, and healthcare. The papers in this section explored the design, development, and evaluation of games and gamified experiences, discussing their potential to engage and motivate users, promote learning, and enhance well-being.
The third section, "Museums and the Virtual," explored the use of technology to enhance the visitor experience in museums. The papers in this section discussed the development of virtual exhibitions, interactive displays, and augmented reality experiences, highlighting the ways in which museums can leverage technology to engage and educate their audiences.
The fourth section, "Animation, AI, Books, and Behavior," examined the intersection of animation, artificial intelligence, literature, and behavior. The papers in this section explored the use of animation and AI to create immersive and interactive experiences, the role of literature in shaping cultural narratives, and the relationship between behavior and technology.
The fifth section, "Fluency, Fashion, Emotion, and Play," explored the role of fluency, fashion, emotion, and play in shaping human experiences and interactions. The papers in this section discussed the design of expressive interfaces, the use of fashion as a medium for self-expression, the emotional impact of technology, and the playful aspects of interactive experiences.
In conclusion, the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022, was a resounding success, showcasing the latest advancements and innovations in the fields of arts, technology, and interactivity. The conference provided a platform for scholars and practitioners to exchange ideas, share research findings, and foster collaborations, contributing to the growth and development of this vibrant community.
Weight: 985g
Dimension: 235 x 155 (mm)
ISBN-13: 9783031289927
Edition number: 1st ed. 2023
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