派博傳思國際中心

標(biāo)題: Titlebook: Creating Digitally; Shifting Boundaries: Anthony L. Brooks Book 2023 The Editor(s) (if applicable) and The Author(s), under exclusive licen [打印本頁]

作者: Destruct    時間: 2025-3-21 20:04
書目名稱Creating Digitally影響因子(影響力)




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書目名稱Creating Digitally網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Creating Digitally被引頻次




書目名稱Creating Digitally被引頻次學(xué)科排名




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書目名稱Creating Digitally年度引用學(xué)科排名




書目名稱Creating Digitally讀者反饋




書目名稱Creating Digitally讀者反饋學(xué)科排名





作者: 沒收    時間: 2025-3-21 20:37

作者: 歌曲    時間: 2025-3-22 01:03
Creating Digitally: Computer Films/Screenlife/Zoom,ows. We get to know so much about the protagonist—whether it is by how they use their cursor or how they interact with others online. These films are potentially cheaper to produce than live action films and allow productions to engage big name stars and save on locations and often on crews—as durin
作者: Gerontology    時間: 2025-3-22 05:16
,Designing Interrogative Robot Theater: A Robot Who Won’t Take No for an Answer,atirical performative commentary on misogynist dating culture and stereotypical gender roles. Inspired by the male-centered pickup artist community guidelines, we designed a chatbot decision tree for our female-gendered robot actor that flirts and provokes conversation with participants of all gende
作者: 招募    時間: 2025-3-22 11:23

作者: Mendacious    時間: 2025-3-22 14:17
Generative Video Art,ctive, this article traces back the historical roots of generative video art, and proposes a theoretical model for generative video art systems, as a creative intersection of two artistic genres, often seen as disjoint.
作者: Mendacious    時間: 2025-3-22 17:56
,A Guide to?Evaluating the?Experience of?Media and?Arts Technology, MAT studies are exploratory in nature, their evaluation requires the collection and analysis of both qualitative data such as free text questionnaire responses, interviews, and observations, and also quantitative data such as questionnaires, number of interactions, and length of time spent interact
作者: abreast    時間: 2025-3-22 22:52
,Connecting Past and Present Through a Multisensory Toolkit—A Non-pharmacological Intervention for Pith a set of themed elements, activities, and reminiscence tools and in doing so crosses the boundaries between art and technology. It can be used in home, community, care home and hospital environments by individuals or groups to help people connect with their pasts and discuss their life lived exp
作者: 禁令    時間: 2025-3-23 01:50
The Evolution of the Virtual Production Studio as a Game Changer in Filmmaking,cial elements of an integrated VPS technology: a game engine, LED walls, a camera tracking system, a motion tracking system, Simulcam, and a Render. VP has its roots in traditional filmmaking techniques associated with combining different images in one shot, such as back projection and green screen.
作者: 終點    時間: 2025-3-23 06:29
Interactive Film: Forking Paths to a Complete Audiovisual Experience,he films produced for the project: . (2019), . (2016), . (2015) and . (2014). Having . project as a starting point, this chapter tragets two main goals: (1) to analyse possible models and levels of film interactivity, and (2) to trace possible evolutionary paths for audiovisual language.
作者: EWER    時間: 2025-3-23 13:39

作者: 確認(rèn)    時間: 2025-3-23 16:23

作者: Cuisine    時間: 2025-3-23 18:48
Virtual Reality Prosumers on YouTube and Their Motivation on Digital Design Students,tudents of the Digital Design for Interactive Media (DDIM) undergraduate program. Subjects had to have some video game and Virtual Reality (VR) design and development experience to participate in this research. The first survey laid foundation about students’ motivation in relation to YouTube prosum
作者: Mindfulness    時間: 2025-3-23 23:56
tructured approach to clustering exergames based on the platforms or devices required to play them. Considering the current literature findings, the authors go on to summarize the physical, psychological, and cognitive effects of exergames and discuss the potential and limitations of current product
作者: moratorium    時間: 2025-3-24 03:20
Hans-Jürgen Bargel,Günter Schulzein et al. 2021, p. 172) will play a crucial role in the future of VR design, with the potential to improve lives and behaviours (p. 172). In this chapter, I propose that the exploration of VR Narrative design practices, in highlighting embodied engagement techniques which extrapolate the platform’s
作者: Junction    時間: 2025-3-24 08:23
Hans-Jürgen Bargel,Günter Schulzeows. We get to know so much about the protagonist—whether it is by how they use their cursor or how they interact with others online. These films are potentially cheaper to produce than live action films and allow productions to engage big name stars and save on locations and often on crews—as durin
作者: canvass    時間: 2025-3-24 11:11
atirical performative commentary on misogynist dating culture and stereotypical gender roles. Inspired by the male-centered pickup artist community guidelines, we designed a chatbot decision tree for our female-gendered robot actor that flirts and provokes conversation with participants of all gende
作者: 裹住    時間: 2025-3-24 17:07
Hans-Jürgen Bargel,Günter Schulze helped us recognise the interrelations between the things in, within and outside the installation and their interrelations. We seek to understand the ways in which these two viewpoints can be applied as methodologies to unpack the factors involved in the creation of an artificial society and the em
作者: watertight,    時間: 2025-3-24 21:57

作者: 高度    時間: 2025-3-24 23:58
MAT studies are exploratory in nature, their evaluation requires the collection and analysis of both qualitative data such as free text questionnaire responses, interviews, and observations, and also quantitative data such as questionnaires, number of interactions, and length of time spent interact
作者: 脆弱吧    時間: 2025-3-25 07:24

作者: 墻壁    時間: 2025-3-25 11:13
cial elements of an integrated VPS technology: a game engine, LED walls, a camera tracking system, a motion tracking system, Simulcam, and a Render. VP has its roots in traditional filmmaking techniques associated with combining different images in one shot, such as back projection and green screen.
作者: 生來    時間: 2025-3-25 13:56
he films produced for the project: . (2019), . (2016), . (2015) and . (2014). Having . project as a starting point, this chapter tragets two main goals: (1) to analyse possible models and levels of film interactivity, and (2) to trace possible evolutionary paths for audiovisual language.
作者: Bombast    時間: 2025-3-25 19:04

作者: Affection    時間: 2025-3-25 21:41
rements for the proposed model; finally, it is clarified how ‘Empowerment of creativity and feedback’ was used to scaffold the proposal of an app for cataloguing and evaluating digital educational games, highlighting the role that such an app can have in surpassing teachers’ barriers when selecting
作者: Adulterate    時間: 2025-3-26 00:29
tudents of the Digital Design for Interactive Media (DDIM) undergraduate program. Subjects had to have some video game and Virtual Reality (VR) design and development experience to participate in this research. The first survey laid foundation about students’ motivation in relation to YouTube prosum
作者: 小卒    時間: 2025-3-26 07:18
1868-4394 nforming future projects by having an intended wide readership including from within educations, to artisans, and wider interested public..Chapter 7 isavailable open access under a Creative Commons Attribution. .4.0 International License via link.springer.com..978-3-031-31362-2978-3-031-31360-8Series ISSN 1868-4394 Series E-ISSN 1868-4408
作者: COST    時間: 2025-3-26 12:26
Book 2023ip including from within educations, to artisans, and wider interested public..Chapter 7 isavailable open access under a Creative Commons Attribution. .4.0 International License via link.springer.com..
作者: 紀(jì)念    時間: 2025-3-26 12:56
1868-4394 ign, game creation, VR, and AR development.Includes contribu.This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educ
作者: grotto    時間: 2025-3-26 18:23

作者: Bmd955    時間: 2025-3-26 23:06
eeling?despite all-encompassing automation? Based on an understanding of cultural hacking as a form of participation, the concept of the . is presented as a counter-aesthetic to an inhuman digitality.
作者: 遵循的規(guī)范    時間: 2025-3-27 04:46

作者: 滴注    時間: 2025-3-27 07:04
,New Media Arts—The Thinking Space for Digitality,eeling?despite all-encompassing automation? Based on an understanding of cultural hacking as a form of participation, the concept of the . is presented as a counter-aesthetic to an inhuman digitality.
作者: nostrum    時間: 2025-3-27 13:18

作者: 匯總    時間: 2025-3-27 16:03

作者: Arthropathy    時間: 2025-3-27 18:40
Book 2023ing contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents
作者: 憤怒事實    時間: 2025-3-28 01:51

作者: 鐵塔等    時間: 2025-3-28 03:08

作者: fibula    時間: 2025-3-28 07:19

作者: acrimony    時間: 2025-3-28 12:57

作者: engender    時間: 2025-3-28 15:49

作者: opalescence    時間: 2025-3-28 18:51
rpieces and their entwined compositional theatrical strategies. In referring to the structure of a theatrical script in a text in 3 Acts, I am also suggesting a backdrop to my own work Vanitas book series (Figs.?., ., ., ., . and .) further discussed in the coda of this paper.
作者: ASSET    時間: 2025-3-29 00:24
Anthony L. BrooksPresents recent research on the interweaving of arts and digital technologies.Focuses on many contemporary fields, including interaction design, game creation, VR, and AR development.Includes contribu
作者: 傲慢人    時間: 2025-3-29 05:00
Intelligent Systems Reference Libraryhttp://image.papertrans.cn/c/image/239364.jpg
作者: curettage    時間: 2025-3-29 10:11

作者: archetype    時間: 2025-3-29 12:38
https://doi.org/10.1007/978-3-031-31360-8Creativity; Digital Technologies; Arts; Games; Interactivity; Design
作者: upstart    時間: 2025-3-29 19:01

作者: Mettle    時間: 2025-3-29 21:50
ia art shapes . and illustrate strategies of interactivity with and without the use of .. Their . works (Peter Weibel, 2012) each reveal new aspects of the digital. Since the late 1980s they have been realizing these works as artist-scientists in research institutions, where they created their own s
作者: 小蟲    時間: 2025-3-30 03:01
rpieces and their entwined compositional theatrical strategies. In referring to the structure of a theatrical script in a text in 3 Acts, I am also suggesting a backdrop to my own work Vanitas book series (Figs.?., ., ., ., . and .) further discussed in the coda of this paper.
作者: 形容詞    時間: 2025-3-30 06:58

作者: ADAGE    時間: 2025-3-30 10:15

作者: 無能力之人    時間: 2025-3-30 14:21

作者: 范例    時間: 2025-3-30 16:59

作者: invulnerable    時間: 2025-3-30 23:47

作者: 地殼    時間: 2025-3-31 02:11

作者: 修正案    時間: 2025-3-31 05:27
tion of the generative system, which runs within the aesthetic boundaries defined by its author. But rather than being limited to image or sound synthesis, generative systems can also manipulate video samples and still images from external sources, and include vectors that can be mapped to the conce
作者: Urea508    時間: 2025-3-31 11:33

作者: LOPE    時間: 2025-3-31 15:38
nary and intercultural in its conception.?. HONGI aims to use contemporary digital technologies to bridge troubling intercultural relationships in Aotearoa New Zealand by creating a face-to-face tabletop encounter. The project both addresses the cultural divide between Māori and non- Māori in Aotear
作者: hysterectomy    時間: 2025-3-31 19:05

作者: 壕溝    時間: 2025-3-31 22:21

作者: restrain    時間: 2025-4-1 04:41

作者: Prosaic    時間: 2025-4-1 07:16

作者: theta-waves    時間: 2025-4-1 13:01
s, there is a gap in the design of exploratory interfaces to support the discovery and visualization of scientific knowledge, as well as new ways to foster cooperation between the main actors in science, namely researchers. Science is defined by a social dimension where communities of researchers co
作者: 排他    時間: 2025-4-1 15:33
nd materials foster their agency. The chapter will include empirical data where children (3–9?years of age) are engaged with both digital and analogue resources, (LEGO, Minecraft, and Virtual Reality). The analysis was based on data in the form of ethnographic observations, and informal conversation
作者: Coronary-Spasm    時間: 2025-4-1 21:22
ork, when developing digital learning game-based activities. A proposal of an app which aims at cataloguing and evaluating digital educational games is described, emphasising the design process used during its creation. The chapter is organised in four parts: the first underlies the theme and addres
作者: Bumptious    時間: 2025-4-1 22:56

作者: Default    時間: 2025-4-2 06:48
,New Media Arts—The Thinking Space for Digitality,ia art shapes . and illustrate strategies of interactivity with and without the use of .. Their . works (Peter Weibel, 2012) each reveal new aspects of the digital. Since the late 1980s they have been realizing these works as artist-scientists in research institutions, where they created their own s




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