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Titlebook: ArtsIT, Interactivity and Game Creation; Creative Heritage. N Matthias W?lfel,Johannes Bernhardt,Sonja Thiel Conference proceedings 2022 IC

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樓主: 選民
11#
發(fā)表于 2025-3-23 12:44:59 | 只看該作者
12#
發(fā)表于 2025-3-23 16:53:29 | 只看該作者
Digital Art and Dissipative Structures with an evolutionary approach, such as interactive artworks based on living plants, and on genetic algorithms. In this way, we demonstrate the value of investigating the self-organization process of dissipative structures within both the methodological and theoretical framework of interactive digital art.
13#
發(fā)表于 2025-3-23 20:09:53 | 只看該作者
Dynamic Suspense Management Through Adaptive Gameplayntially be used to manage the level of suspense experienced by players, independent of the story and artifacts in the game. The work discussed in this paper will provide game designers with new tools for suspense management in non-narrative-based games.
14#
發(fā)表于 2025-3-24 00:52:55 | 只看該作者
https://doi.org/10.1007/978-3-031-21863-7 affordable motion capture systems are viable alternatives to capture performance for virtual heritage applications. We summarise the current status of the project and propose some possible pathways for future development.
15#
發(fā)表于 2025-3-24 03:28:22 | 只看該作者
The Lost Film , (1957) as a Case Study to Evaluate Different Strategies of Performance Capture for V affordable motion capture systems are viable alternatives to capture performance for virtual heritage applications. We summarise the current status of the project and propose some possible pathways for future development.
16#
發(fā)表于 2025-3-24 08:27:23 | 只看該作者
1867-8211 eation, 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; Fu
17#
發(fā)表于 2025-3-24 13:49:41 | 只看該作者
https://doi.org/10.1057/9780230235755al realization of both installations in the context of physical computing. From a scientific perspective of physical computing and interactive biofeedback installations, we touch upon combining art and research in the form of art-as-science.
18#
發(fā)表于 2025-3-24 18:26:45 | 只看該作者
19#
發(fā)表于 2025-3-24 21:38:16 | 只看該作者
Visualization as Speculative Process to Explore Abstract Neuroscientific Principles Through New Medientific disciplines of neuroscience, neuropsychology, computational consciousness research and neuroanatomy. Visual and auditive metaphors are explored as potentially powerful tools for expanding research domains and enable meaning making processes that otherwise remained latent. I conclude by refl
20#
發(fā)表于 2025-3-25 02:27:01 | 只看該作者
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