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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 5 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Juli 2018  
    Genre:  EDV / Informatik 
     
    Application software / B / Computer Appl. in Social and Behavioral Sciences / Computer Application in Social and Behavioral Sciences / Computer applications in the social & behavioural sciences / Computer Graphics / computer science / Cultural Heritage / Cultural Studies / Graphical & digital media applications / Graphical and digital media applications / Multimedia Information Systems / Museology and heritage studies / Social & cultural history
    ISBN:  9783319841984 
    EAN-Code: 
    9783319841984 
    Verlag:  Springer Nature EN 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 155 mm / D 35 mm 
    Gewicht:  9124 gr 
    Seiten:  594 
    Illustration:  XVII, 594 p. 280 illus., 252 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen 
    Zus. Info:  Previously published in hardcover 
    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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