Mixed Reality and Gamification for Cultural Heritage

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industr...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Ioannides, Marinos (Επιμελητής έκδοσης), Magnenat-Thalmann, Nadia (Επιμελητής έκδοσης), Papagiannakis, George (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2017.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Mixed Reality and Gamification for Cultural Heritage  |h [electronic resource] /  |c edited by Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2017. 
300 |a XVII, 594 p. 280 illus., 252 illus. in color.  |b online resource. 
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505 0 |a Digital Heritage & Virtual Archaeology: an approach through the framework of international recommendations -- Data Acquisition for the Geometric Documentation of Cultural Heritage -- Autonomous Mapping of the Priscilla Catacombs -- Acceleration of 3D mass digitization processes: recent advances and challenges -- Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development -- 3D Digital Libraries in Cultural Heritage and their contribution in the documentation of the past -- Enriching and Publishing Cultural Heritage as Linked Open Data -- Digital memory and integrated data capturing: innovations for an inclusive Cultural Heritage in Europe through 3D semantic modelling -- 5D Model of the Holy Aedicule of the Church of the Holy Sepulchre through an innovative and interdisciplinary approach -- Historic BIM for mobile VR/AR applications -- Data collection for estimation of resilience of cultural heritage assets -- Virtual Reconstruction of Historical Architecture as Media for Knowledge -- Gamified AR/VR character rendering and animation enabling technologies -- Experiencing the multisensory past -- Multimodal Serious Games Technologies for Cultural Heritage -- Modelling life through time: cultural heritage case studies -- Preservation and gamification of traditional sports -- Deployment of robotic guides in museum contexts -- Digital cultural heritage experience in Ambient Intelligence -- Storytelling and Digital Epigraphy-based narratives in Linked Open Data -- Additive Manufacturing (AM) based evaluation, reconstruction and improvement of cultural heritage artifacts and human structures -- The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-learning and Virtual Museums -- 4D Modeling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage. 
520 |a This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services. 
650 0 |a Computer science. 
650 0 |a Cultural heritage. 
650 0 |a Multimedia information systems. 
650 0 |a Computer graphics. 
650 0 |a Application software. 
650 1 4 |a Computer Science. 
650 2 4 |a Computer Graphics. 
650 2 4 |a Computer Appl. in Social and Behavioral Sciences. 
650 2 4 |a Cultural Heritage. 
650 2 4 |a Multimedia Information Systems. 
700 1 |a Ioannides, Marinos.  |e editor. 
700 1 |a Magnenat-Thalmann, Nadia.  |e editor. 
700 1 |a Papagiannakis, George.  |e editor. 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783319496061 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-49607-8  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)