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ArtsIT, Interactivity and Game Creation

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

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.

Matthias Wölfel Johannes Bernhardt Sonja Thiel (Eds.) 422 ArtsIT, Interactivity and Game Creation Creative Heritage New Perspectives from Media Arts and Artificial Intelligence 10th EAI International Conference, ArtsIT 2021 Virtual Event, December 2–3, 2021 Proceedings 123 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Editorial Board Members Ozgur Akan Middle East Technical University, Ankara, Turkey Paolo Bellavista University of Bologna, Bologna, Italy Jiannong Cao Hong Kong Polytechnic University, Hong Kong, China Geoffrey Coulson Lancaster University, Lancaster, UK Falko Dressler University of Erlangen, Erlangen, Germany Domenico Ferrari Università Cattolica Piacenza, Piacenza, Italy Mario Gerla UCLA, Los Angeles, USA Hisashi Kobayashi Princeton University, Princeton, USA Sergio Palazzo University of Catania, Catania, Italy Sartaj Sahni University of Florida, Gainesville, USA Xuemin (Sherman) Shen University of Waterloo, Waterloo, Canada Mircea Stan University of Virginia, Charlottesville, USA Xiaohua Jia City University of Hong Kong, Kowloon, Hong Kong Albert Y. Zomaya University of Sydney, Sydney, Australia 422 More information about this series at https://link.springer.com/bookseries/8197 Matthias Wölfel Johannes Bernhardt Sonja Thiel (Eds.) • • ArtsIT, Interactivity and Game Creation Creative Heritage New Perspectives from Media Arts and Artificial Intelligence 10th EAI International Conference, ArtsIT 2021 Virtual Event, December 2–3, 2021 Proceedings 123 Editors Matthias Wölfel Karlsruhe University of Applied Sciences Karlsruhe, Germany Johannes Bernhardt Baden State Museum Karlsruhe, Germany Sonja Thiel Baden State Museum Karlsruhe, Germany ISSN 1867-8211 ISSN 1867-822X (electronic) Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ISBN 978-3-030-95530-4 ISBN 978-3-030-95531-1 (eBook) https://doi.org/10.1007/978-3-030-95531-1 © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2022 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. 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, expressed 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. This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland Preface We are delighted to introduce the proceedings of the tenth edition of the European Alliance for Innovation (EAI) International Conference on ArtsIT (ArtsIT 2021). This conference brought together researchers, practitioners, artists, and academics to present and discuss the symbiosis between art and information technology. It was intended to take place in Karlsruhe, Germany—a UNESCO Creative City of Media Arts—but finally was moved to Cyberspace due to the ongoing COVID-19 pandemic. Since 2009 ArtsIT has become a leading scientific forum for the dissemination of cutting-edge research results in the intersection between art, science, culture, performing arts, media, and technology. The role of artistic practice using digital media is also to serve as a tool for analysis and critical reflection on how technologies influence our lives, culture, and society. Therefore, ArtsIT is not only a place to discuss technological progress but also a place to reflect on the impact of art and technology on sustainability, responsibility, and human dignity. The program of ArtsIT 2021 consisted of 31 papers selected from 57 submissions in a double-blind review process. The conference tracks were as follows: Track 1 – Theory and Reflections, Track 2 – Media Art and Virtual Reality, Track 3 – Games, Track 4 – Fusions, Track 5 – Approaches, Track 6 – Inclusion and Participation, Track 7 – Artificial Intelligence in Art, Track 8 – Artificial Intelligence in Culture, and Track 9 – Artificial Intelligence Applications. Aside from the high-quality paper presentations, the program featured the keynote “The Computable and the Uncomputable” delivered by Alexander R. Galloway, New York University, USA. Galloway addressed some lesser-known episodes from the era of digital machines, discussed how computation emerges or fails to emerge, how the digital thrives but also atrophies, and how networks interconnect while also fray and fall apart. For the publication we have restructured and concentrated the program a little. It was a great pleasure to work with such an excellent Organizing Committee, which worked hard to organize and support the conference. In particular, the Technical Program Committee and the Publications Chair, Daniel Hepperle, helped to complete the peer-review process and produce a high-quality program. We are also grateful to the Conference Managers, Lenka Lezanska and Viltare Platzner, for their tireless support and all the authors who submitted their papers to the ArtsIT 2021 conference. We strongly believe that the ArtsIT conference provides an excellent forum for researchers, practitioners, artists, and academics to discuss all social and technological aspects that are relevant to IT-driven artistic expression. Furthermore, we expect that the future vi Preface ArtsIT conferences will be as successful and stimulating, as the papers presented in this volume demonstrate. December 2021 Matthias Wölfel Johannes Bernhardt Sonja Thiel Organization General Chairs Matthias Wölfel Johannes Bernhardt University of Applied Sciences Karlsruhe, Germany Baden State Museum, Germany Technical Program Committee Chairs Elke Reinhuber Andres Iglesias Sarah Kenderdine Jaap Kamps Bernd Lintermann City University of Hong Kong, Hong Kong Universidad de Cantabria, Spain École polytechnique fédérale de Lausanne, Switzerland Universiteit van Amsterdam, The Netherlands ZKM | Center for Art and Media, Germany Publications Chair Daniel Hepperle University of Applied Sciences Karlsruhe, Germany Web Chair Jenia Jitsev Forschungszentrum Jülich, Germany Special Session Chairs Sonja Thiel Christiane Lindner Baden State Museum, Germany Baden State Museum, Germany Technical Program Committee Marc Engenhart Veronica Ranner Marcus Gelderie Tim Schlippe Chris Ziegler Sebastian Löwe Thorsten Zylowski Tomas Balyo Andreas Sieß Ido Iurgel Mel Krokos Engenhart Design Studio, Germany Royal College of Art, UK Aalen University, Germany IU International University of Applied Sciences, Germany Arizona State University, USA Mediadesign Hochschule für Design und Informatik, Germany CAS Sofware AG, Germany CAS Sofware AG, Germany Hochschule Bonn-Rhein-Sieg, Germany Rhine-Waal University of Applied Sciences, Germany University of Portsmouth, UK viii Organization Sue Gollifer Melinda Braun Andreas Reich Fotis Liarokapis Knut Hartmann Jonas Deuchler Andreas Siefert Daniel Feige Florian Arnold Christian Vater Karsten Wendland Robert Stock Tabea Golgath Michael Klipphahn Paulina Dobroć University of Brighton, UK University of Applied Sciences Karlsruhe, Germany University of Hohenheim, Germany Cyprus University of Technology, Cyprus University of Applied Sciences Flensburg, Germany University of Applied Sciences Karlsruhe, Germany PONG.Li Studios, Germany State Academy of Fine Arts Stuttgart, Germany State Academy of Fine Arts Stuttgart, Germany Academy of Sciences and Literature Mainz, Germany Karlsruhe Institute of Technology, Germany Humboldt-University Berlin, Germany Stiftung Niedersachsen, Germany TU Dresden, Germany Karlsruhe Institute of Technology, Germany Reviewers Anak Agung Gde Satia Utama Andres Iglesias Anuja Hariharan Artur Felic Christian Felix Purps Christian Menschik Christine Milchram Dominik Haunß Dominik Schreiber Ilia Bagov Ingo Stengel Karin Pietruska Katharina Glück Marcus Gelderie Markus Iser Michael Johansson Noemi Christensen Patrick Hausmann Peter Schuller Silke Zimmer-Merkle Sebastian Stüker Sophia Schulze-Weddige Thorsten Zylowski Verena Wahl Universitas Airlangga, Indonesia University of Cantabria, Spain CAS Software AG, Germany CAS Software AG, Germany University of Applied Science Karlsruhe, Germany Furtwangen University, Germany Karlsruhe Institute of Technology, Germany University of Applied Science Karlsruhe, Germany Karlsruhe Institute of Technology, Germany CAS Software AG, Germany University of Applied Sciences Karlsruhe, Germany University of Applied Sciences Karlsruhe, Germany University of Applied Sciences Karlsruhe, Germany Hochschule Aalen, Germany Karlsruhe Institute of Technology, Germany Kristianstad University, Sweden CAS Software AG, Germany Hochschule Bonn-Rhein-Sieg, Germany CAS Software AG, Germany Karlsruhe Institute of Technology, Germany Karlsruhe Institute of Technology, Germany CAS Software AG, Germany CAS Software AG, Germany Katholische Hochschule Freiburg, Germany Contents Media Arts and Virtual Reality Digital Art and Dissipative Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sijia Tao and Alain Lioret 3 Web-Mindscape and REFLEXION – In Sync/Out of Sync –: Biofeedback and Physical Computing in Inter-active New Media Art . . . . . . . . . . . . . . . . Claudia Robles-Angel, Andreas Gernemann-Paulsen, and Uwe Seifert 18 NerveLoop: Visualization as Speculative Process to Explore Abstract Neuroscientific Principles Through New Media Art . . . . . . . . . . . . . . . . . . . Anton Dragan Maslic 29 Influence of Visual Appearance of Agents on Presence, Attractiveness, and Agency in Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marius Butz, Daniel Hepperle, and Matthias Wölfel 44 Reconstructing Facial Expressions of HMD Users for Avatars in VR. . . . . . . Christian Felix Purps, Simon Janzer, and Matthias Wölfel 61 Games Tackling Online Hate Speech? Play Your Role! . . . . . . . . . . . . . . . . . . . . . Susana Costa, Bruno Mendes da Silva, and Mirian Tavares 79 Dynamic Suspense Management Through Adaptive Gameplay . . . . . . . . . . . Robert Levin, Skyler Zartman, and Ying Zhu 94 Toward Injury-Aware Game Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marinel Tinnirello, Ying Zhu, and Steven Kane 105 Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety . . . . . . . . . . . . . . . . . . . . . . Hsiao-Wei Chen, Jonathan Duckworth, and Renata Kokanovic 120 Statistical Models for Predicting Results in Professional League of Legends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robbie Jadowski and Stuart Cunningham 138 x Contents Fusions Real-Time Dynamic Digital Scenography: An Electronic Opera as a Use Case . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cátia Roça, Carlos Alberto Augusto, Sérgio M. Rebelo, and Pedro Martins The Lost Film Pontianak (1957) as a Case Study to Evaluate Different Strategies of Performance Capture for Virtual Heritage . . . . . . . . . . . . . . . . Benjamin Seide and Benjamin Slater 155 168 Considering Authorial Liberty in Adaptive Interactive Narratives . . . . . . . . . Thomas Anthony Pedersen, Tilde Hoejgaard Jensen, Vladislav Zenkevich, Henrik Schoenau-Fog, and Luis Emilio Bruni 181 Towards Inclusive and Interactive Spaces for Breakdancing . . . . . . . . . . . . . Janica Olpindo and Doug Van Nort 189 Collaboration, Inclusion and Participation Creative Collaboration with the “Brain” of a Search Engine: Effects on Cognitive Stimulation and Evaluation Apprehension . . . . . . . . . . . . . . . . . . Mélanie Gozzo, Michiel Koelink Woldendorp, and Alwin de Rooij 209 Designing Mobile Tasks to Improve Art Description Accessibility for People with Visual Impairments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Megan Corbett, Jeehan Malik, Vero Rose Smith, and Kyle Rector 224 Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vanessa Cesário, Albert Acedo, Nuno Nunes, and Valentina Nisi 248 Resonant Webs: An International Online Collaborative Arts Performance for Individuals with and without a Disability . . . . . . . . . . . . . . . . . . . . . . . Jonathan Duckworth, Shigenori Mochizuki, Ross Eldridge, and James Hullick Facilitating Mixed Reality Public Participation for Modern Construction Projects: Guiding Project Planners with a Configurator . . . . . . . . . . . . . . . . Lena T. Schramm, Anuja Hariharan, Tobias Götz, Jonas Fegert, and Andreas P. Schmidt 261 275 Artificial Intelligence in Art and Culture AI in Art: Simulating the Human Painting Process . . . . . . . . . . . . . . . . . . . Alexander Leiser and Tim Schlippe 295 Contents Unusual Transformation: A Deep Learning Approach to Create Art. . . . . . . . Mai Cong Hung, Mai Xuan Trang, Ryohei Nakatsu, and Naoko Tosa xi 309 Synthography – An Invitation to Reconsider the Rapidly Changing Toolkit of Digital Image Creation as a New Genre Beyond Photography. . . . . . . . . . Elke Reinhuber 321 SOUND OF(F): Contextual Storytelling Using Machine Learning Representations of Sound and Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Zeynep Erol, Zhiyuan Zhang, Eray Özgünay, and L. C. Ray 332 Questions and Answers: Important Steps to Let AI Chatbots Answer Questions in the Museum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Schaffer, Aaron Ruß, Mino Lee Sasse, Louise Schubotz, and Oliver Gustke Poetic Automatisms: A Comparison of Surrealist Automatisms and Artificial Intelligence for Creative Expression . . . . . . . . . . . . . . . . . . . . Andreas Kratky 346 359 Approaches and Applications Design Patterns of Health Animation – Scaling Pattern Languages Into a New Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Katja Thyra Pedersen, Peter Vistisen, Mette Terp Høybye, and Janni Strøm 381 The Effect of Characters’ Locomotion on Audience Perception of Crowd Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wenyu Zhang and Nicoletta Adamo-Villani 398 Information Presentation in Autonomous Shuttle Busses: –What and How? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Markus Linnartz, Yasmin Dufner, and Nicola Fricke 413 AI Assisted Design of Sokoban Puzzles Using Automated Planning . . . . . . . Tomáš Balyo and Nils Froleyks Logo Generation Using Regional Features: A Faster R-CNN Approach to Generative Adversarial Networks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aram Ter-Sarkisov and Eduardo Alonso 424 442 User Study on the Effects Explainable AI Visualizations on Non-experts . . . . Sophia Schulze-Weddige and Thorsten Zylowski 457 Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 469