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Part I Cultural Content and the Information Society |
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3 | (2) |
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e-Society and the Social Divide |
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5 | (4) |
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9 | (4) |
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Digital Content and Creativity |
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13 | (2) |
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15 | (6) |
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Tangible and Intangible Digital Heritage |
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19 | (1) |
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UNESCO's ``Intangible Heritage'' |
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19 | (2) |
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Digital Communication: the Role of Context |
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21 | (2) |
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Cultural Diversity and Cultural Models |
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23 | (10) |
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On Culture in a Worldwide Information Society |
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26 | (7) |
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Content, Communication and Tools |
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33 | (48) |
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Why is Digital Communication Revolutionary? |
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33 | (3) |
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Memetics and the Internet |
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36 | (3) |
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The Evolution of the Digital Species |
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39 | (3) |
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42 | (7) |
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Nonlinear Versus Linear, and Many Media Versus Just One Medium |
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49 | (2) |
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Technology: From the Stylus to the Computer |
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51 | (6) |
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From Standalone Computers to the Internet and Wireless Communication |
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57 | (7) |
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Digital Convergence and the History of Movies |
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64 | (2) |
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66 | (2) |
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68 | (13) |
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71 | (10) |
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Part II The General Technological Framework |
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81 | (20) |
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81 | (1) |
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Native ``Nondigital'' Content |
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82 | (1) |
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Data Acquisition and Digitisation |
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83 | (18) |
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101 | (12) |
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101 | (7) |
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108 | (1) |
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Archiving Tools and Standards |
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109 | (1) |
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109 | (1) |
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The Most Popular Graphics File Formats |
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110 | (3) |
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Data Visualisation and Display Technologies |
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113 | (26) |
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From Two-Dimensional to Three (and Higher)-Dimensional Views |
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114 | (4) |
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Computer Graphics and Virtual Reality |
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118 | (1) |
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Evolution of Virtual Reality |
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119 | (12) |
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131 | (2) |
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133 | (6) |
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139 | (16) |
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Interaction Design and Affective Aspects |
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142 | (1) |
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Tyrannical or User-Friendly Technology? |
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142 | (2) |
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Expected Product Life and Life Cycles |
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144 | (3) |
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Sustainable Development of Menus and Options |
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147 | (2) |
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149 | (4) |
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153 | (2) |
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Computer Games, Edutainment and Theme Parks |
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155 | (26) |
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Information Technology and the Young |
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155 | (1) |
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Computer Games and Digital Cultures |
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156 | (2) |
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158 | (2) |
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Interactivity and Immersivity |
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160 | (1) |
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160 | (1) |
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161 | (2) |
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Simulators, Dark Rides and Other Nonlinear Formats |
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163 | (6) |
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A Brief History of Computer Games |
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169 | (4) |
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The History of Computer Games Viewed From an Application Perspective |
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173 | (3) |
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Other Kinds of Entertainment |
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176 | (1) |
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177 | (1) |
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178 | (1) |
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Theme Parks and High-Tech Shows |
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179 | (2) |
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Customer Relationship Management |
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181 | (2) |
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Smart Labels, Smart Tags and RFID |
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183 | (2) |
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Standards and Protocols for Interoperability |
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185 | (2) |
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186 | (1) |
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Data Tags and the Semantic Web |
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187 | (14) |
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Markup Languages and Data Tagging |
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187 | (2) |
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Content, Structure, Format and Reference |
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189 | (1) |
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190 | (1) |
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191 | (2) |
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193 | (6) |
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Advanced W3C Design and Evaluation |
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199 | (2) |
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201 | (2) |
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Long-Term Preservation of Digital Archives |
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203 | (16) |
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Graffiti From the Digital Era |
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203 | (2) |
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Already Lost... and To Be Lost |
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205 | (2) |
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Historical Background of Initiatives |
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207 | (1) |
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Digital Fragility: Problems and Issues |
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208 | (2) |
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The Rationale Behind Preservation |
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210 | (3) |
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Economy and Infrastructure |
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213 | (1) |
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214 | (5) |
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The Future: the Weave of the Digital Fabric |
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219 | (18) |
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219 | (1) |
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Institutes for the Future |
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220 | (17) |
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223 | (14) |
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Part III Exploitation, Applications and Services |
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Content, Communication and Tools |
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237 | (8) |
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Culture, ICT and Emerging Technologies |
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238 | (1) |
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238 | (1) |
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238 | (1) |
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Standards and Good Practices |
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239 | (1) |
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Sustainability and Economic Models |
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239 | (1) |
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Data Acquisition and Digital Preservation |
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240 | (1) |
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Comparing Classification Schemes |
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240 | (1) |
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Data Structure and Interoperability |
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240 | (1) |
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Maintenance of Large Databanks |
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240 | (1) |
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Navigation Tools, Interfaces and Metaphors |
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241 | (1) |
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Experiencing Cultural Heritage |
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241 | (1) |
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Information Policies: Frameworks and Intellectual Property Rights |
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242 | (1) |
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243 | (1) |
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243 | (2) |
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Exploitation, Applications and Services |
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245 | (4) |
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Accessing European Cultural Heritage |
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247 | (2) |
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Prioritisation in Digitalisation |
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249 | (2) |
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Cataloguing Standards and Archiving Tools |
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251 | (18) |
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Historical Background of Cataloguing |
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252 | (3) |
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255 | (11) |
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Some Basic Problems That Must be Solved When Cataloguing Historical Items |
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266 | (1) |
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Catalogues and Database Management Systems |
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267 | (2) |
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269 | (8) |
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MCN and the CIMI Initiative |
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271 | (1) |
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272 | (5) |
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277 | (6) |
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One of the Proposed Solutions |
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279 | (4) |
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Different Channels and Platforms |
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283 | (4) |
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Intellectual Property Rights |
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287 | (26) |
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287 | (1) |
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287 | (2) |
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289 | (1) |
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289 | (1) |
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290 | (4) |
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294 | (1) |
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Image Scanning and Image Security |
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294 | (2) |
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296 | (4) |
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300 | (4) |
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304 | (1) |
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Creativity, Production and Market |
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305 | (1) |
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305 | (1) |
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Digital Rights Management and Clearance |
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306 | (1) |
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307 | (3) |
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Digital Object Identifiers |
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310 | (3) |
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313 | (4) |
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Privacy and Personal Data Management |
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314 | (3) |
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Usability, Accessibility and Platforms |
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317 | (4) |
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321 | (4) |
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The Evolution of Hypertext Markup |
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324 | (1) |
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Experiencing Cultural Content |
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325 | (34) |
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Impact of the Interface on the Enjoyment of Cultural Content |
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332 | (2) |
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334 | (7) |
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Advanced Interaction Models for Cultural Content |
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341 | (18) |
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359 | (16) |
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363 | (12) |
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Games and Edutainment Applications |
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375 | (4) |
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Hands-On and Interactive Museums |
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379 | (16) |
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Science and Technology Museums |
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380 | (3) |
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383 | (10) |
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From Conventional to Hi-Tech Exhibits |
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393 | (2) |
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395 | (6) |
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The Role of Memory Institutions |
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398 | (3) |
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Culture Counts: the Economic Dimension |
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401 | (26) |
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Some of the Basic Conditions Required to Develop the Cultural Heritage Market |
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404 | (1) |
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Cultural Heritage as Value Generator in a Post-Industrial Economy |
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405 | (6) |
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Economic Promotion of Cultural Heritage: Problems and Issues |
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411 | (1) |
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Cultural Services and Markets |
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412 | (1) |
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Emerging Professional Profiles |
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413 | (2) |
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Cultural Services and Markets: the Challenge |
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415 | (3) |
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418 | (2) |
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A European Knowledge Society |
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420 | (1) |
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The Challenge: Fostering Creativity |
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421 | (2) |
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The Art Market and Digital Media |
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423 | (4) |
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427 | (8) |
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430 | (5) |
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Conclusions and Future Trends |
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435 | (18) |
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437 | (16) |
Subject Index |
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453 | |