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Herausgeber: 
  • Nadia Magnenat-Thalmann
  • Marinos Ioannides
  • George Papagiannakis
  • Mixed Reality and Gamification for Cultural Heritage 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 14-24 Tagen versandfertig
    Veröffentlichung:  Mai 2017  
    Genre:  EDV / Informatik 
    ISBN:  9783319496061 
    EAN-Code: 
    9783319496061 
    Verlag:  Springer International Publishing 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 241 mm / B 160 mm / D 39 mm 
    Gewicht:  1074 gr 
    Seiten:  612 
    Zus. Info:  HC runder Rücken kaschiert 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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.

      



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