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Mixed Reality and Gamification for Cultural Heritage 1st ed. 2017 [Hardback]

  • Formāts: Hardback, 594 pages, height x width: 235x155 mm, 252 Illustrations, color; 28 Illustrations, black and white; XVII, 594 p. 280 illus., 252 illus. in color., 1 Hardback
  • Izdošanas datums: 04-May-2017
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319496069
  • ISBN-13: 9783319496061
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  • Formāts: Hardback, 594 pages, height x width: 235x155 mm, 252 Illustrations, color; 28 Illustrations, black and white; XVII, 594 p. 280 illus., 252 illus. in color., 1 Hardback
  • Izdošanas datums: 04-May-2017
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319496069
  • ISBN-13: 9783319496061
Citas grāmatas par šo tēmu:
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 i

nclude 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.

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 Reconstructi

on 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.
Part I Introduction
1 Digital Heritage and Virtual Archaeology: An Approach Through the Framework of International Recommendations
3(26)
Victor Manuel Lopez-Menchero Bendicho
Mariano Flores Gutierrez
Matthew L. Vincent
Alfredo Grande Leon
Part II Digitization and Visualization
2 Data Acquisition for the Geometric Documentation of Cultural Heritage
29(46)
Andreas Georgopoulos
3 Autonomous Mapping of the Priscilla Catacombs
75(24)
Frank Verbiest
Marc Proesmans
Luc Van Gool
4 Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges
99(30)
Pedro Santos
Martin Ritz
Constanze Fuhrmann
Rafael Monroy
Hendrik Schmedt
Reimar Tausch
Matevz Domajnko
Martin Knuth
Dieter Fellner
5 Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development
129(32)
Marilena Alivizatou-Barakou
Alexandros Kitsikidis
Filareti Tsalakanidou
Kosmas Dimitropoulos
Chantas Giannis
Spiros Nikolopoulos
Samer Al Kork
Bruce Denby
Lise Buchman
Martine Adda-Decker
Claire Pillot-Loiseau
Joelle Tillmane
S. Dupont
Benjamin Picart
Francesca Pozzi
Michela Ott
Yilmaz Erdal
Vasileios Charisis
Stelios Hadjidimitriou
Leontios Hadjileontiadis
Marius Cotescu
Christina Volioti
Athanasios Manitsaris
Sotiris Manitsaris
Nikos Grammalidis
Part III Content Use and Re-use
6 3D Digital Libraries and Their Contribution in the Documentation of the Past
161(40)
Marinos Ioannides
Rob Davies
Pavlos Chatzigrigoriou
Eirini Papageorgiou
Georgios Leventis
Vasiliki Nikolakopoulou
Vasilis Athanasiou
7 Enriching and Publishing Cultural Heritage as Linked Open Data
201(24)
Nikolaos Simou
Alexandros Chortaras
Giorgos Stamou
Stefanos Kollias
8 Digital Memory and Integrated Data Capturing: Innovations for an Inclusive Cultural Heritage in Europe Through 3D Semantic Modelling
225(22)
Federica Maietti
Roberto Di Giulio
Marcello Balzani
Emanuele Piaia
Marco Medici
Federico Ferrari
Part IV Geospatial
9 Five-Dimensional (5D) Modelling of the Holy Aedicule of the Church of the Holy Sepulchre Through an Innovative and Interdisciplinary Approach
247(24)
Antonia Moropoulou
Andreas Georgopoulos
Manolis Korres
Asterios Bakolas
Kyriakos Labropoulos
Panagiotis Agrafiotis
Ekaterini T. Delegou
Petros Moundoulas
Maria Apostolopoulou
Evangelia Lambrou
George Pantazis
Lydia Kotoula
Alexandra Papadaki
Emmanouil Alexakis
10 Historic BIM for Mobile VR/AR Applications
271(20)
Luigi Barazzetti
Fabrizio Banfi
11 Data Collection for Estimation of Resilience of Cultural Heritage Assets
291(22)
Roko Zarnic
Vlatka Rajcic
Barbara Vodopivec
12 Virtual Reconstruction of Historical Architecture as Media for Knowledge Representation
313(20)
Sander Munster
Cindy Krober
Heide Weller
Nikolas Prechtel
Part V Presence
13 Gamified AR/VR Character Rendering and Animation-Enabling Technologies
333(26)
Margarita Papaefthymiou
Steve Kateros
Stylianos Georgiou
Nikos Lydatakis
Paul Zikas
Vasileios Bachlitzanakis
George Papagiannakis
14 Experiencing the Multisensory Past
359(12)
Alan Chalmers
15 Multimodal Serious Games Technologies for Cultural Heritage
371(24)
Fotis Liarokapis
Panagiotis Petridis
Daniel Andrews
Sara de Freitas
Part VI Intangible Heritage
16 Modelling Life Through Time: Cultural Heritage Case Studies
395(26)
Simon Senecal
Nedjma Cadi
Marlene Arevalo
Nadia Magnenat-Thalmann
17 Preservation and Gamification of Traditional Sports
421(28)
Yvain Tisserand
Nadia Magnenat-Thalmann
Luis Unzueta
Maria T. Linaza
Amin Ahmadi
Noel E. O'Connor
Nikolaos Zioulis
Dimitrios Zarpalas
Petros Daras
Part VII Ambient Intelligence and Storytelling
18 Deployment of Robotic Guides in Museum Contexts
449(24)
Maria Pateraki
Panos Trahanias
19 Digital Cultural Heritage Experience in Ambient Intelligence
473(34)
Nikolaos Partarakis
Dimitris Grammenos
George Margetis
Emmanouil Zidianakis
Giannis Drossis
Asterios Leonidis
George Metaxakis
Margherita Antona
Constantine Stephanidis
20 Storytelling and Digital Epigraphy-Based Narratives in Linked Open Data
507(20)
Pietro Liuzzo
Francesco Mambrini
Philipp Franck
Part VIII Museum Applications
21 AM-Based Evaluation, Reconstruction, and Improvement of Cultural Heritage Artifacts
527(22)
Andreas Gebhardt
22 The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-Learning and Virtual Museums
549(18)
Susan Hazan
Anna Lobovikov Katz
23 Modelling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage
567(24)
Nikolaos Doulamis
Anastasios Doulamis
Charalabos Ioannidis
Michael Klein
Marinos Ioannides
Index 591
Marinos Ioannides is the Founder and Director of the Digital Heritage Research Lab, which is dedicated to cultural informatics research and education at the Cyprus University of Technology. His research interests are 3D real time volume reconstructions from chaotic point clouds, as well as the holistic documentation of the past. He is the coordinator of the Marie-Curie Fellowship Initial Training Network on Digital Heritage and the H2020 Virtual Museums  projects. He is the recipient of the 2010 Tartessos Award on Virtual Archeology and a member of the EU member states expert group on digitization and digital preservation.

Nadia Magnenat-Thalmann is the Founder and Director of the MIRALab, an interdisciplinary lab in human computer animation at the University of Geneva, Switzerland. She is also Director of the Institute for Media Innovation in NTU, Singapore. Her research domains are social robots, mixed realities and medical simulation. In Singapore, she has developed the robot Nadine that is able to speak, recognize people and gestures, express mood and emotions, and remember actions. All over her career, she has received several artistic and scientific awards, among them the 2012 Humboldt Research Award. She is Editor-in-Chief of the journal The Visual Computer (Springer-Verlag) and a member of the Swiss Academy of Engineering Sciences.

George Papagiannakis is a computer scientist specialized in computer graphics and virtual-augmented reality. Since 2011 he is assistant professor at the computer science department of the University of Crete, Greece, and research fellow at the Computer Vision and Robotics Laboratory in the Institute of Computer Science of the Foundation for Research and Technology Hellas, Heraklion, Greece. His research interests are confined in the areas of real-time computer graphics, mixed reality presence, virtual heritage, gamification and geometric algebra. In 2011 he has been awarded with a Marie-Curie Intra-European Fellowship for Career Development from the European Commissions Research Executive Agency.