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Part I Cultural Content and the Information Society |
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3 | (2) |
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2 e-Society and the Social Divide |
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5 | (4) |
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9 | (4) |
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4 Digital Content and Creativity |
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13 | (2) |
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15 | (6) |
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5.1 Tangible and Intangible Digital Heritage |
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19 | (1) |
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5.2 UNESCO's "Intangible Heritage" |
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19 | (2) |
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6 Digital Communication: the Role of Context |
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21 | (2) |
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7 Cultural Diversity and Cultural Models |
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23 | (10) |
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7.1 On Culture in a Worldwide Information Society |
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26 | (7) |
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8 Content, Communication and Tools |
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33 | (48) |
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8.1 Why is Digital Communication Revolutionary? |
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33 | (3) |
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8.2 Memetics and the Internet |
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36 | (3) |
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8.3 The Evolution of the Digital Species |
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39 | (3) |
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8.4 Historical Background |
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42 | (7) |
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8.5 Nonlinear Versus Linear, and Many Media Versus Just One Medium |
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49 | (2) |
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8.6 Technology: From the Stylus to the Computer |
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51 | (6) |
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8.7 From Standalone Computers to the Internet and Wireless Communication |
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57 | (7) |
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8.8 Digital Convergence and the History of Movies |
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64 | (2) |
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8.9 Information Transmission |
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66 | (2) |
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8.10 Some Concluding Remarks |
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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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9.2 Native "Nondigital" Content |
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82 | (1) |
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9.3 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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10.3 Archiving Tools and Standards |
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109 | (1) |
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10.4 Colours and Palettes |
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109 | (1) |
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10.5 The Most Popular Graphics File Formats |
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110 | (3) |
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11 Data Visualisation and Display Technologies |
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113 | (26) |
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11.1 From Two-Dimensional to Three (and Higher)-Dimensional Views |
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114 | (4) |
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11.2 Computer Graphics and Virtual Reality |
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118 | (1) |
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11.3 Evolution of Virtual Reality |
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119 | (12) |
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131 | (2) |
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11.5 Telepresence and Robots |
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133 | (6) |
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139 | (16) |
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12.1 Interaction Design and Affective Aspects |
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142 | (1) |
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12.2 Tyrannical or User-Friendly Technology? |
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142 | (2) |
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12.3 Expected Product Life and Life Cycles |
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144 | (3) |
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12.4 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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13 Computer Games, Edutainment and Theme Parks |
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155 | (26) |
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13.1 Information Technology and the Young |
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155 | (1) |
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13.2 Computer Games and Digital Cultures |
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156 | (2) |
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158 | (2) |
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13.4 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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13.7 Simulators, Dark Rides and Other Nonlinear Formats |
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163 | (6) |
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13.8 A Brief History of Computer Games |
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169 | (4) |
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13.9 The History of Computer Games Viewed From an Application Perspective |
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173 | (3) |
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13.10 Other Kinds of Entertainment |
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176 | (1) |
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13.11 Creative Activities |
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177 | (1) |
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178 | (1) |
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13.13 Theme Parks and High-Tech Shows |
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179 | (2) |
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14 Customer Relationship Management |
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181 | (2) |
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15 Smart Labels, Smart Tags and RFID |
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183 | (2) |
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16 Standards and Protocols for Interoperability |
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185 | (2) |
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16.1 More on Interoperability |
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186 | (1) |
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17 Data Tags and the Semantic Web |
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187 | (14) |
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17.1 Markup Languages and Data Tagging |
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187 | (2) |
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17.2 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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17.5 Advanced Online Services |
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193 | (6) |
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17.6 Advanced W3C Design and Evaluation |
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199 | (2) |
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201 | (2) |
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19 Long-Term Preservation of Digital Archives |
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203 | (16) |
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19.1 Graffiti From the Digital Era |
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203 | (2) |
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19.2 Already Lost... and To Be Lost |
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205 | (2) |
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19.3 Historical Background of Initiatives |
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207 | (1) |
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19.4 Digital Fragility: Problems and Issues |
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208 | (2) |
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19.5 The Rationale Behind Preservation |
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210 | (3) |
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19.6 Economy and Infrastructure |
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213 | (1) |
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19.7 Some Closing Remarks |
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214 | (5) |
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20 The Future: the Weave of the Digital Fabric |
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219 | (18) |
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20.1 Predicting the Future |
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219 | (1) |
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20.2 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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21 Content, Communication and Tools |
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237 | (8) |
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21.1 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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21.4 Standards and Good Practices |
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239 | (1) |
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21.5 Sustainability and Economic Models |
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239 | (1) |
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21.6 Data Acquisition and Digital Preservation |
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240 | (1) |
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21.7 Comparing Classification Schemes |
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240 | (1) |
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21.8 Data Structure and Interoperability |
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240 | (1) |
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21.9 Maintenance of Large Databanks |
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240 | (1) |
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21.10 Navigation Tools, Interfaces and Metaphors |
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241 | (1) |
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21.11 Experiencing Cultural Heritage |
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241 | (1) |
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21.12 Information Policies: Frameworks and Intellectual Property Rights |
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242 | (1) |
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21.13 Monument Conservation |
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243 | (1) |
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21.14 Education and Training |
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243 | (2) |
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22 Exploitation, Applications and Services |
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245 | (4) |
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22.1 Accessing European Cultural Heritage |
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247 | (2) |
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23 Prioritisation in Digitalisation |
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249 | (2) |
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24 Cataloguing Standards and Archiving Tools |
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251 | (18) |
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24.1 Historical Background of Cataloguing |
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252 | (3) |
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255 | (11) |
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24.4 Some Basic Problems That Must be Solved When Cataloguing Historical Items |
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266 | (1) |
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24.5 Catalogues and Database Management Systems |
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267 | (2) |
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25 Virtual Museum Networks |
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269 | (8) |
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25.1 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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26.1 One of the Proposed Solutions |
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279 | (4) |
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27 Different Channels and Platforms |
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283 | (4) |
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28 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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28.6 Digital Uncertainties |
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294 | (1) |
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28.7 Image Scanning and Image Security |
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294 | (2) |
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28.8 The Malaysian Experiment |
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296 | (4) |
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300 | (4) |
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304 | (1) |
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28.11 Creativity, Production and Market |
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305 | (1) |
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28.12 Final Considerations |
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305 | (1) |
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28.13 Digital Rights Management and Clearance |
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306 | (1) |
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307 | (3) |
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28.15 Digital Object Identifiers |
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310 | (3) |
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29 Technology and Privacy |
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313 | (4) |
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29.1 Privacy and Personal Data Management |
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314 | (3) |
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30 Usability, Accessibility and Platforms |
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317 | (4) |
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321 | (4) |
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31.1 The Evolution of Hypertext Markup |
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324 | (1) |
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32 Experiencing Cultural Content |
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325 | (34) |
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32.1 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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32.3 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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34 Games and Edutainment Applications |
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375 | (4) |
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35 Hands-On and Interactive Museums |
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379 | (16) |
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35.1 Science and Technology Museums |
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380 | (3) |
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383 | (10) |
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35.3 From Conventional to Hi-Tech Exhibits |
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393 | (2) |
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395 | (6) |
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36.1 The Role of Memory Institutions |
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398 | (3) |
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37 Culture Counts: the Economic Dimension |
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401 | (26) |
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37.1 Some of the Basic Conditions Required to Develop the Cultural Heritage Market |
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404 | (1) |
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37.2 Cultural Heritage as Value Generator in a Post-Industrial Economy |
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405 | (6) |
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37.3 Economic Promotion of Cultural Heritage: Problems and Issues |
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411 | (1) |
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37.4 Cultural Services and Markets |
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412 | (1) |
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37.5 Emerging Professional Profiles |
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413 | (2) |
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37.6 Cultural Services and Markets: the Challenge |
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415 | (3) |
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37.7 The European ICT Market |
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418 | (2) |
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37.8 A European Knowledge Society |
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420 | (1) |
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37.9 The Challenge: Fostering Creativity |
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421 | (2) |
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37.10 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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39 Conclusions and Future Trends |
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435 | (18) |
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437 | (16) |
Subject Index |
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