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2022, Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International Conference, ArtsIT 2021, Virtual Event, December 2-3, 2021, Proceedings
https://doi.org/10.1007/978-3-030-95531-1…
12 pages
1 file
This book constitutes the refereed post-conference proceedings of 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: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.
2020
and a founding member of Interactive Arts Research Laboratory. He has created various interactive multimedia systems ranging from experimental television stations featuring multiple modes of delivery to educational and transmedia games. He is the author of a series of journal and conference publications in the above fields and a series of books targeting the experimental and creative aspects of the technologies involved. His research focuses on the design of user-centered games and environments, and he employs sensory systems to create intelligent interactive applications, serious games and educational processes, and assistive applications for people with disabilities using technologies that include holograms with augmented and virtual reality systems. Contents Preface XIII Section Design Chapter 1 Categorizing Game Design Elements into Educational Game Design Fundamentals by Mifrah Ahmad Chapter 2 Game: Experience as an Educational Tool by Zuzana Václavíková
Springer eBooks, 2018
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
International Journal of Advanced Research in Science, Communication and Technology, 2024
(Published at Videojogos 2010) As claimed by Chris Crawford in 1984, games must evolve to a potential form of art. Over 30 years later, the discussion demands a more mature state of the art, since games are still seen mostly as entertainment products. Considering them as a direct heir of cinema, in terms of language and dispositive parameters, games may be seen as a new form of media, and thus a vehicle both to entertainment activity than to artistic expression. To explore such possibilities, it is necessary to re-think the means of production and to purpose a new model of collaborative work that involves technicians, scholars, and artists.
Cleland, K., Fisher, L. & Harley, R. (Eds.) Proceedings of the 19th International Symposium of Electronic Art, ISEA2013, Sydney. ISBN 978-0-646-91313-1.
This paper discusses the similarities and differences between participatory, interactive, and playable art. It suggests that computer games can provide novel perspectives on interactivity in interactive art. The paper also proposes that the implications of computer games to interactive art extend beyond whatever purpose and value computer games are perceived as having as products of popular culture.
2019
This paper discusses the hegemony of the visual and its pervasiveness in current urban installations and technological gadgets. It draws a distinction between functional and playful interactions, showing the prevalence of the former in the design of most urban interactive installations. It, then, argues for an interactive interface that moves beyond the visual towards physical action. Such a discussion draws from physical computing to enable remote physical actuation aiming to enhance people’s feelings of belonging and presence. It then describes a technical experiment called Long Distance Voodoo—where remote actuation connected two public spaces through the Internet. An assessment of this experiment leads to little pointers for future interactive installations concerned with social transformation. Index Terms — Human computer interaction, body sensor networks, remote sensing.
2019
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This paper reports on a Virtual Reality theater experiment named Ilétait X n fois, conducted by artists and computer scientists working in cognitive science. It offered the opportunity for knowledge and ideas exchange between these groups, highlighting the benefits of collaboration of this kind. Section 1 explains the link between enaction in cognitive science and virtual reality, and specifically the need to develop an autonomous entity which enhances presence in an artificial world. Section 2 argues that enactive artificial intelligence is able to produce such autonomy. This was demonstrated by the theatrical experiment,"Ilétait X n fois" (in English: 'Once upon Xn time'), explained in section 3. Its first public performance was in 2009, by the company Dérézo. The last section offers the view that enaction can form a common ground between the artistic and computer science areas.
Silk industry is an agro-based industry. In the production of Silk, India stands 2 nd highest position and the sole monopoly power in the production of Muga silk among the all over the world. The NorthEastern region of India has been traditionally practicing sericulture particularly mulberry, muga and eri from time immemorial. Rearing of Eri, Muga and Mulberry silk worm are playing an important role and economic support to a large section of rural population in the state of Assam. It is practiced in more than 10532 villages and provides employment to 2.6 lakh family. Assam accounts for the highest production on muga and eri in the country. " Sualkuchi " is a centre village of producing verity of silk cloths/fabrics in Kamrup (Rural) District of Assam and it has been developed over the years as a major centre for commercial production of indigenous fabrics especially the pat and muga silk. The paper is mainly based on to discuss the demographic, socioeconomic features of the village Sualkuchi and employment opportunities in silk industries, present market situation. The paper is an empirical study made in Sualkuchi village of Assam, based on both primary and secondary data collection. Secondary data collected from various internet source, newspapers, magazines, published and unpublished articles.
Biodiversity is complex. REDD+ is complex. Monitoring biodiversity as part of REDD+ could therefore add a complexity and cost to REDD+ that stymies rather than promotes progress. A large range of approaches is available to both project-and national-level REDD+ stakeholders in designing purposeful, effective and realistic monitoring systems. To bring clarity to the options, this sourcebook adopts a simple four-stage monitoring framework:
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