LEADER 03878nam 22006855 450 001 9910913785903321 005 20250604112140.0 010 $a9783031738234 010 $a3031738233 024 7 $a10.1007/978-3-031-73823-4 035 $a(CKB)36701946300041 035 $a(MiAaPQ)EBC31807775 035 $a(Au-PeEL)EBL31807775 035 $a(DE-He213)978-3-031-73823-4 035 $a(EXLCZ)9936701946300041 100 $a20241129d2024 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aProceedings of the 2nd International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage $eEARTH 2023 /$fedited by Alessandro Luigini 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (313 pages) 225 1 $aSpringer Series in Design and Innovation,$x2661-8192 ;$v36 311 08$a9783031738227 311 08$a3031738225 330 $aThis book gathers peer-reviewed papers presented at the International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2023), held in Brixen, Italy, in June 2023. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, pedagogist, psychologist, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education. 410 0$aSpringer Series in Design and Innovation,$x2661-8192 ;$v36 606 $aEducational technology 606 $aCultural property 606 $aComputer graphics 606 $aDigital Education and Educational Technology 606 $aCultural Heritage 606 $aComputer Graphics 606 $aTecnologia educativa$2thub 606 $aInfografia$2thub 606 $aPatrimoni cultural$2thub 608 $aCongressos$2thub 608 $aLlibres electrònics$2thub 615 0$aEducational technology. 615 0$aCultural property. 615 0$aComputer graphics. 615 14$aDigital Education and Educational Technology. 615 24$aCultural Heritage. 615 24$aComputer Graphics. 615 7$aTecnologia educativa 615 7$aInfografia 615 7$aPatrimoni cultural 676 $a371.33 700 $aLuigini$b Alessandro$01777375 701 $aLuigini$0200756 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910913785903321 996 $aProceedings of the 2nd International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage$94298182 997 $aUNINA