LEADER 02133nam 2200349 n 450 001 9910553076203321 005 20230516133317.0 035 $a(CKB)5860000000016680 035 $a(NjHacI)995860000000016680 035 $a(EXLCZ)995860000000016680 100 $a20230516d2021 uu 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVirtual Heritage $eA Guide /$fErik Champion 210 1$aLondon, England :$cUbiquity Press,$d2021. 215 $a1 online resource (153 pages) 311 $a1-914481-03-8 330 $aVirtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments. 517 $aVirtual Heritage 606 $aDigital mapping 615 0$aDigital mapping. 676 $a526.0285 700 $aChampion$b Erik$01274640 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910553076203321 996 $aVirtual Heritage$93363165 997 $aUNINA