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Titlebook: Creating Digitally; Shifting Boundaries: Anthony L. Brooks Book 2023 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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发表于 2025-3-21 20:04:25 | 显示全部楼层 |阅读模式
书目名称Creating Digitally
副标题Shifting Boundaries:
编辑Anthony L. Brooks
视频video
概述Presents 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
丛书名称Intelligent Systems Reference Library
图书封面Titlebook: Creating Digitally; Shifting Boundaries: Anthony L. Brooks Book 2023 The Editor(s) (if applicable) and The Author(s), under exclusive licen
描述.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 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 illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book‘s general scope and key uses are thus to contribute to scholarly discussions toward informing 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..
出版日期Book 2023
关键词Creativity; Digital Technologies; Arts; Games; Interactivity; Design
版次1
doihttps://doi.org/10.1007/978-3-031-31360-8
isbn_softcover978-3-031-31362-2
isbn_ebook978-3-031-31360-8Series ISSN 1868-4394 Series E-ISSN 1868-4408
issn_series 1868-4394
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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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
发表于 2025-3-22 05:16:18 | 显示全部楼层
,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
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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.
发表于 2025-3-22 17:56:17 | 显示全部楼层
,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
发表于 2025-3-22 22:52:34 | 显示全部楼层
,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
发表于 2025-3-23 01:50:58 | 显示全部楼层
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.
发表于 2025-3-23 06:29:50 | 显示全部楼层
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.
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