Description
Book Synopsis.- Art & Games.
.- A Novel Web-Based Tool for Modelling, Visualising, and Generating Interactions in Interactive Art.
.- Multisensory Floral Clock: Enhanced Multisensory Timekeeping with Technological Design.
.- Live Coding and Power of Performing Arts.
.- Participatory Media Art Documentation: The Relaunch of the Archive of Digital Art (ADA).
.- Techniques for Incorporating Humor in Game Design.
.- Design and Development of a Serious game as a social critique of the public transportation in Ciudad Juárez, Chihuahua.
.- Technical.
.- Analyzing Aesthetics of Arabic Handwriting through Hand Kinematics.
.- A Study on Reducing Communication-bound Apprehension in Web Meeting Using Facial Expression Deformation.
.- Leader-follower Human-Cobot Improvised Dance using Motion Capture Systems.
.- Exploring Everyday Environment Shadow Display Concepts in Immersive VR.
.- Research on the Effects of Art Lighting on Creative Work.
.- Comparing Spatial Audio Recordings from Commercially Available 360-degree Video Cameras.
.- Education.
.- What makes teaching Design challenging? An analysis of Design Education challenges in the age of AI.
.- Validating AI-Generated Stimuli for Assessing Implicit Weight Bias.
.- 5 Applying Strategic Design Thinking in Branding: Insights from Third-Year Visual Communication Students’ Case Studies.
.- Increasing outgroup liking through empathy: the catalyzing role of background music in narrative videos of immigrant students.
.- Educational Escape Museum with IoT, animation and creative writing elements.
.- Co-Creativity in multi-modal interaction with generative AI.
.- Human-Centered LLM-Agent User Interface: A Position Paper.
.- Evaluation of the Impact of Artificial Intelligence onCreative Narration for Enhancing the Ideation Process at the Individual Level.
.- Generative AI in Museums: Design Concepts for an Accessible Digital Mediation Station for a Renaissance Altar.
.- Creativity and Visual Communication from Machine to Musician: Sharing a Score through a Robotic Camera.
.- Being the Artificial Player: Good Practices in Collective Human-Machine Music Improvisation.
.- Evaluating Co-Creativity using Total Information Flow.