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Interactive Media for Cultural Heritage / / edited by Fotis Liarokapis, Maria Shehade, Andreas Aristidou, Yiorgos Chrysanthou
Interactive Media for Cultural Heritage / / edited by Fotis Liarokapis, Maria Shehade, Andreas Aristidou, Yiorgos Chrysanthou
Autore Liarokapis Fotis
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Descrizione fisica 1 online resource (655 pages)
Disciplina 005.437
004.019
Altri autori (Persone) ShehadeMaria
AristidouAndreas
ChrysanthouYiorgos
Collana Springer Series on Cultural Computing
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer graphics
Virtual reality
Augmented reality
Culture - Study and teaching
Application software
User Interfaces and Human Computer Interaction
Computer Graphics
Virtual and Augmented Reality
Cultural Studies
Computer and Information Systems Applications
ISBN 3-031-61018-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Conveying Intangible Cultural Heritage via Mixed-Reality installations in Museums: Reflections from three Case Studies -- Creating innovative technologies for archaeological sites: Augmented - Mixed Reality Educational Platform at the Spartan sanctuary of Apollon Amyklaios -- Mindsets not Headsets: A Review on Human-Centred Extended Reality Experimentations for Cultural Heritage -- Immersive Acoustics in Cultural Heritage Applications -- Mapping Οlfactory Μemories: maps as an interactive medium for olfactory cultural heritage -- User Acceptance of 720-Degree Virtual Tour Systems for Online Museum Experiences -- Immersed in Architecture’s Digital Surrogates: Reconstructing difficult heritage of Modern architecture -- From physical to digital and back: novel modalities for interaction with cultural heritage through 3D digital fabrication, current trends and future perspectives -- Photogrammetric Computer Vision – Good practices and pitfalls -- Digital Cultural Heritage Twins: New Tools for a Complete Fruition of the Cultural Heritage Entities -- Motion labelling and recognition: A case study on the Zeibekiko dance -- Virtual restoration of archaeological artifacts -- Low-Barrier-to-Entry Multispectral Imaging: Enhancing Understanding and Furthering Access of Cultural Heritage Artifacts -- Gameplay Elements in Digital Cultural Heritage Applications -- A Systematic Review of Interactive Narrative in Cultural Heritage. The road travelled and the road not taken -- Delving into Fairy Tales Designing for digital interactions in a children’s museum -- ReInHeriting cultural heritage spaces -- Human Animatronics in Museum Experience: Casa Parlante - The Living Museum, Corfu, Greece -- Multimodal presentations of the tangible and intangible dimensions of traditional crafts -- Similarity, Serendipity or Mediation: How Different Associative Principles Shape Interactive Media Design in Virtual Collections -- Designing and developing interactive kiosks for Cultural Heritage: best practices and common issues -- Interactive tangible and intangible heritage applications built on real-time graphics systems: heritage experiences in desktop CG, virtual and augmented reality.
Record Nr. UNINA-9911015681703321
Liarokapis Fotis  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Motion in Games [[electronic resource] ] : Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings / / edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura
Motion in Games [[electronic resource] ] : Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings / / edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XII, 436 p. 210 illus.)
Disciplina 794.8166
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Computer graphics
Computer programming
Computer engineering
Optical data processing
Application software
Artificial intelligence
Computer Graphics
Programming Techniques
Computer Engineering
Computer Imaging, Vision, Pattern Recognition and Graphics
Information Systems Applications (incl. Internet)
Artificial Intelligence
Soggetto genere / forma Kongress 2010
Kongress.
ISBN 3-642-16958-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planning and Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters.
Record Nr. UNISA-996465673703316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Motion in games : third international conference, MIG 2010, Utrecht, the Netherlands, November 14-16, 2010 : proceedings / / Ronan Boulic, Yiorgos Chrysanthou, Taku Komura (eds.)
Motion in games : third international conference, MIG 2010, Utrecht, the Netherlands, November 14-16, 2010 : proceedings / / Ronan Boulic, Yiorgos Chrysanthou, Taku Komura (eds.)
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, : Springer, 2010
Descrizione fisica 1 online resource (XII, 436 p. 210 illus.)
Disciplina 794.8166
Altri autori (Persone) BoulicR (Ronan)
ChrysanthouYiorgos
KomuraTaku
Collana Lecture notes in computer science
LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics
Soggetto topico Video games - Programming
Video games - Design
Motion - Computer simulation
ISBN 3-642-16958-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planning and Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters.
Record Nr. UNINA-9910483453303321
Berlin, : Springer, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
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VAST 2004 : the 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage : incorporating 2nd EUROGRAPHICS Workshop on Graphics and Cultural Heritage : Conscience-auditorium, Brussels and Ename Center, Oudenaarde-Belgium
VAST 2004 : the 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage : incorporating 2nd EUROGRAPHICS Workshop on Graphics and Cultural Heritage : Conscience-auditorium, Brussels and Ename Center, Oudenaarde-Belgium
Autore Chrysanthou Yiorgos
Pubbl/distr/stampa Aire-la Ville, Switzerland : , : Eurographics Association, , 2004
Descrizione fisica 1 online resource (290 pages) : illustrations (some color)
Disciplina 930.1/028568
Collana ACM Other conferences
Soggetto topico Virtual reality in archaeology - Data processing
Archaeology - Computer simulation
Imaging systems in archaeology
Archaeology
ISBN 3-905673-18-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti VAST'04
Record Nr. UNINA-9910376102903321
Chrysanthou Yiorgos  
Aire-la Ville, Switzerland : , : Eurographics Association, , 2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
VRST '05 : ACM Symposium on Virtual Reality Software & Technology, November 7-9, 2005, Naval Postgraduate School, Monterey, California, USA
VRST '05 : ACM Symposium on Virtual Reality Software & Technology, November 7-9, 2005, Naval Postgraduate School, Monterey, California, USA
Pubbl/distr/stampa [Place of publication not identified], : ACM Press, 2005
Descrizione fisica 1 online resource (270 p.;)
Disciplina 004/.019
Collana ACM Conferences
Soggetto topico Human-computer interaction
Virtual reality
Computer graphics
Engineering & Applied Sciences
Computer Science
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti VRST '05
Record Nr. UNINA-9910375926203321
[Place of publication not identified], : ACM Press, 2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui