Mixed Reality and Gamification for Cultural Heritage /

Detalles Bibliográficos
Autor Corporativo: SpringerLink (Online service)
Otros Autores: Ioannides, Marinos. (Editor ), Magnenat-Thalmann, Nadia. (Editor ), Papagiannakis, George. (Editor )
Formato: eBook
Lenguaje:English
Publicado: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edición:1st ed. 2017.
Materias:
LEADER 03399nam a22003735i 4500
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008 170426s2017 gw | s |||| 0|eng d
020 |a 9783319496078 
024 7 |a 10.1007/978-3-319-49607-8  |2 doi 
040 |a Sistema de Bibliotecas del Tecnológico de Costa Rica 
245 1 0 |a Mixed Reality and Gamification for Cultural Heritage /  |c edited by Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis. 
250 |a 1st ed. 2017. 
260 # # |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. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
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. 
650 0 |a Computer graphics. 
650 0 |a Application software. 
650 0 |a Cultural heritage. 
650 0 |a Multimedia information systems. 
650 1 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.  |0 (orcid)0000-0002-1459-5960  |1 https://orcid.org/0000-0002-1459-5960 
700 1 |a Papagiannakis, George.  |e editor. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
900 |a Libro descargado a ALEPH en bloque (proveniente de proveedor)