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Interactivity, Game Creation, Design, Learning, and Innovation

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Cover of 'Interactivity, Game Creation, Design, Learning, and Innovation'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Why It’s Art
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    Chapter 2 ArtsIT/DLI History, Research and Network Development
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    Chapter 3 Interfaces for Science: Conceptualizing an Interactive Graphical Interface
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    Chapter 4 Segmentation of Panels in d-Comics
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    Chapter 5 Co-designing Gaming Experiences for Museums with Teenagers
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    Chapter 6 Moderate Recursion: A Digital Artifact of Interactive Dance
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    Chapter 7 Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces
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    Chapter 8 The Development of Bǎi/摆: An Oscillating Sound Installation
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    Chapter 9 Art-Based User Research: Combining Art-Based Research and User Research to Inform the Design of a Technology to Improve Emotional Wellbeing
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    Chapter 10 A Framework for Branched Storytelling and Matchmaking in Multiplayer Games
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    Chapter 11 Interactive Evolution of Swarms for the Visualisation of Consumptions
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    Chapter 12 Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance Art
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    Chapter 13 Creative Approaches on Interactive Visualization and Characterization at the Nanoscale
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    Chapter 14 Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences – Recognition and Related Creating with and for Affordances
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    Chapter 15 Memorial Design Pattern Catalogue – Design Issues for Digital Remembrance
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    Chapter 16 Cyberella – Design Issues for Interactive 360 Degree Film
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    Chapter 17 Smart, Affective, and Playable Cities
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    Chapter 18 Serious Game for Teaching Statistics in Higher Education: Storyboard Design
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    Chapter 19 Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa
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    Chapter 20 Multidisciplinary Experience in the Creation of Pervasive Games for Interactive Spaces
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    Chapter 21 Scentgraphy - Interactive Installation of Scent Communication
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    Chapter 22 The Use of 360-Degree Video to Provide an Alternative Media Approach to Paralympic Sports
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    Chapter 23 “I Didn’t Know, You Could Do That” - Affordance Signifiers for Touch Gestures on Mobile Devices
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    Chapter 24 A Social App that Combines Dating and Museum Visiting Experiences
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    Chapter 25 Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems
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    Chapter 26 Evolving Virtual Ecology
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    Chapter 27 A Serious Game for Hemophobia Treatment Phobos: First Insights
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    Chapter 28 Inside the Geometry - Double Language
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    Chapter 29 Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation
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    Chapter 30 To Design with Strings for Playability in Cities
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    Chapter 31 A Storytelling Smart-City Approach to Further Cross-Regional Tourism
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    Chapter 32 Re-interpreting Cities with Play Urban Semiotics and Gamification
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    Chapter 33 Fostering Social Interaction in Playful Cities
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    Chapter 34 Saving Face: Playful Design for Social Engagement, in Public Smart City Spaces
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    Chapter 35 Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague
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    Chapter 36 Infusing Creativity and Technology Through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes
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    Chapter 37 GLOBE – Cognitive and Social Competence Development by Virtual Collaboration and Simulation Games
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    Chapter 38 Makerspaces Promoting Students’ Design Thinking and Collective Knowledge Creation: Examples from Canada and Finland
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    Chapter 39 Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings
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    Chapter 40 Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting
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    Chapter 41 Dynamic Lighting in Classrooms: A New Interactive Tool for Teaching
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    Chapter 42 Designing a Playful Robot Application for Second Language Learning
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    Chapter 43 Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources
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    Chapter 44 An Interactive Multisensory Virtual Environment for Developmentally Disabled
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    Chapter 45 Making Puppet Circuits
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    Chapter 46 From Stigma to Objects of Desire: Participatory Design of Interactive Jewellery for Deaf Women
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    Chapter 47 Design, Learning and Innovation in Developing a Physical Activity Training Network: L.U.C.A.S Project
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    Chapter 48 Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder
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    Chapter 49 A Theory Based Dialogic Learning Architecture for Sustained Innovative Collaborative Learning Across Diversity and Professional Borders
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    Chapter 50 What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?
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    Chapter 51 Evolving Playful and Creative Activities When School Children Develop Game-Based Designs
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    Chapter 52 Effectiveness and Usability of a Developed Collaborative Online Tool for Children with ADHD
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    Chapter 53 Learning Basic Mathematical Functions with Augmented Reality
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    Chapter 54 A Tangible Constructivist AR Learning Method for Children with Mild to Moderate Intellectual Disability
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    Chapter 55 ‘Portugal Without Fires’, A Data Visualization System to Help Analyze Forest Fire Data in Portugal
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    Chapter 56 Development of a Pervasive Game for ADHD Children
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    Chapter 57 What Is It Like to Be a Virtual Bat?
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    Chapter 58 CodeCubes - Playing with Cubes and Learning to Code
Attention for Chapter 8: The Development of Bǎi/摆: An Oscillating Sound Installation
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Chapter title
The Development of Bǎi/摆: An Oscillating Sound Installation
Chapter number 8
Book title
Interactivity, Game Creation, Design, Learning, and Innovation
Published by
Springer, Cham, October 2018
DOI 10.1007/978-3-030-06134-0_8
Book ISBNs
978-3-03-006133-3, 978-3-03-006134-0
Authors

Danyi Liu, Jelger Kroese, Edwin van der Heide, Liu, Danyi, Kroese, Jelger, van der Heide, Edwin