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Culture and Computing

Overview of attention for book
Cover of 'Culture and Computing'

Table of Contents

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    Book Overview
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    Chapter 1 Putting Users in the Loop: How User Research Can Guide AI Development for a Consumer-Oriented Self-service Portal
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    Chapter 2 The “Onion Model of Human Factors”: A Theoretical Framework for Cross-Cultural Design
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    Chapter 3 From Online Games to “Metaverse”: The Expanding Impact of Virtual Reality in Daily Life
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    Chapter 4 Virtual Reality Interaction Toward the Replacement of Real Clinical Nursing Education
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    Chapter 5 D-WISE Tool Suite for the Sociology of Knowledge Approach to Discourse
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    Chapter 6 KEEP Fit Worldwide: Cultural Adaptations of the User Interface of Mobile Fitness Apps in Different Language Versions
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    Chapter 7 The Importance of Culturally-Situated Design on Children’s Interaction with Speech-Enabled Features in an Online Spelling Tutor
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    Chapter 8 Bie—Modernism with Cultural Calculations in Multiple Dimensions
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    Chapter 9 Artificial Speech is Culture:
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    Chapter 10 An Audience Data-Driven Alternate Reality Storytelling Design
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    Chapter 11 Literature Bibliometrics Atlas Analysis of Experience Design
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    Chapter 12 CFFU Cycle Design Mode of Programmable Creases - An Example of Fibonacci Folding Sequence Pattern
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    Chapter 13 Retouching System to Ease Difficulty of Craft Design for Paper-Cutting
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    Chapter 14 Research on the Influence of Weak-Ties Social Interaction on the Gamification Experience of Science and Technology Museums
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    Chapter 15 Innovative Design of Chinese Traditional Textile Patterns Based on Conditional Generative Adversarial Network
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    Chapter 16 Lucky Hero’s Legacy: An Interactive Game that Explores the Potential of 3D Scenarios to Engage Teenagers in Cultural Heritage
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    Chapter 17 3D Digital Heritage and Historical Storytelling: Outcomes from the Interreg EMR Terra Mosana Project
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    Chapter 18 Investigation of Art Abstraction Using AI and Psychological Experiment
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    Chapter 19 Using k-Means Clustering to Classify Protest Songs Based on Conceptual and Descriptive Audio Features
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    Chapter 20 ESTENDERE: A Design Concept to Enhance Audience Experience in Theatre
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    Chapter 21 Electroencephalography and Self-assessment Evaluation of Engagement with Online Exhibitions: Case Study of Google Arts and Culture
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    Chapter 22 Artwork Reproduction Through Display Based on Hyperspectral Imaging
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    Chapter 23 Creation of Fluid Art Under Microgravity Using Free-Fall
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    Chapter 24 New Media Art and Post-human Masks
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    Chapter 25 Design and Research of Huangmei Opera Lightweight H5 Game Based on Media Convergence
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    Chapter 26 Research and Exploration on Light Environment Interactive Art Promoting Development of Night Economy in China
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    Chapter 27 Bie-Modernist Culture Computing is on the Road of Deep Distinguishing
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    Chapter 28 Placing Blame in Multi-agent Systems
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    Chapter 29 Psychological and Cognitive Challenges in Sustainable AI Design
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    Chapter 30 About Non-living Things and Living Systems as Cultural Determinants
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    Chapter 31 Will Robots Know That They Are Robots? The Ethics of Utilizing Learning Machines
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    Chapter 32 Mental Contents in Designing AI Ethics
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Title
Culture and Computing
Published by
Springer International Publishing, June 2022
DOI 10.1007/978-3-031-05434-1
ISBNs
978-3-03-105433-4, 978-3-03-105434-1
Editors

Rauterberg, Matthias

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