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E-raamat: ArtsIT, Interactivity and Game Creation: 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

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This book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022.

The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

Dialogues Between Geometry, Computer Graphics and the Visual Arts
(Special session).- [ IN]Musicality: a collection of VR drawings and music as
an artistic application of Hybrid Immersive Models.- 2000 eyes: Spherical
View of La Fenice di Venezia. A Large-format equirectangular drawing with a
gigapixel resolution.- A Comparative Study of Four 3D Facial Animation
Methods: Skeleton, Blendshape, Audio-Driven, and Vision-Based Capture.- A
Deep Learning-Based Approach for Generating 3D Models of Fluid Arts.-  Using
off-the-shelf AR and VR software for teaching immersive perspectives to 9th
grade students.- Geometrical feature identification of cuneiform signs on
micro survey reconstruction.- Games and Gamification.- Digital Game-based
Second Language Learning of JLPT N5 & N4 Grammatical Concepts for
Japanese.- CryptoKitties vs. Axie Infinity: Computational Analysis of NFT
Game Reddit Discussions.- Preferences of Student in-GameElements for
Implementation in Gamified Learning: a Survey Report.- Design Factors for an
Educational Game where Girls and Boys Play Together to Learn Fundamental
Programming.- Recreating Gaming Experience Through Spatial Augmented
Reality.- IN[ The Hate Booth]: a Gamified Installation to Counteract Hate
Speech.- A Review of Game Design Techniques for Managing
Suspense.- Implementation and Playtesting for a world adventure games
Procedural Content Generation System.- Museums and the Virtual.-  Engaging
Museum Visitors with AI-Generated Narration and Gameplay.- User experience of
a conversational user interface in a museum.-  Designing Virtual Guides
Characteristics for Remote Tourism in the Arctic.- User Experience in Virtual
Museum - Evaluating Assassins Creed Odyssey: Discovery Tour.- VR Diet
Museum: A Virtual Experience Designed for Better Learning and Reflection on
Eating Habits and Its Effects.- Animation, AI,Books and Behavior.- The Impact
of hybrid animation on the future of Animation.- Investigation of the
Relationship between Artworks and Real Objects Using AI and Psychological
Experiment.-  Transmediation Of The Illustrated Childrens Book «Goodnight
Moon»: A Web-based Traditional Animation.- Analysis of Affective Behavior in
the Artistic Installation Moviescape.- Fate, Death and marketing. Is a book
the same product as yogurt or a car?.-  The singing bridge: sonification of a
stress-ribbon footbridge.- Shadow Display Design Concepts for AI Enhanced
Environments.- Fluency, Fashion, Emotion and Play.- Designing a multilingual,
multimodal and collaborative platform of resources for higher
education.- Desiring Machines and Affective Virtual
Environments.- Development of Art Fashion by Integrating Art and Digital
Textile Printing.- Developing Playful and Tangible Approaches to the Gap
Between Academia and Civil Society: Inclusion and Access through
Participatory Action-Research.- Movement, Film and Audio.- PirouNet: Creating
Dance through Artist-Centric Deep Learning.-  Simulating Idiosyncratic
Movement Qualities.- Audial Kinetics and the Disembodied Voice.- Banging
interaction in ubiquitous music.- Motion capture as a tool of empowerment for
female main characters.- Next Level Choreography: Applying a Transformer
Network to Generate Improvised Dance Motions.-  Customising the Interactive
Film.- Synaesthetic Sound Design in Virtual Reality.- Questioning Potentials
of the Electrorganic aFrame in Music Therapy: Two client case studies with a
single Music Therapist.- Enabling Genuine Connections in a Digital Learning
Environment for Students Through Information Communication Technologies.- 
Designing an Interactive 2-Level Circular Algorithm to Visualize and Support
Collaboration in Science.- Cross-Sections Between Geometric Patterns of the
Past and the Generative Arts of Today.- The Resurrection of Art and Human
Dignity MAGNETS case study.- Touchy Tap: a Slow Technology for Shared
Reflections on Water Consumption.- Shadows as Ambient Displays - a Design
Space.