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
Πίνακας περιεχομένων:
  • 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.