Mixed Reality and Gamification for Cultural Heritage /
Corporate Author: | |
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Other Authors: | , , |
Format: | eBook |
Language: | English |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2017.
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Edition: | 1st ed. 2017. |
Subjects: |
Table of Contents:
- 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.