Visual Computing for Cultural Heritage [[electronic resource] /] / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis |
Edizione | [1st ed. 2020.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 |
Descrizione fisica | 1 online resource (IX, 444 p. 137 illus., 121 illus. in color.) |
Disciplina | 363.69 |
Collana | Springer Series on Cultural Computing |
Soggetto topico |
Computer graphics
User interfaces (Computer systems) Cultural heritage Computer games—Programming Computer Graphics User Interfaces and Human Computer Interaction Cultural Heritage Game Development |
ISBN | 3-030-37191-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Computer Graphics -- Computer Graphics for Archaeology -- Studying Illumination and Cultural Heritage -- High Dynamic Range in Cultural Heritage Applications -- Procedural Modeling for Cultural Heritage -- Part II: Computer Vision and Photogrammetry -- Providing Access to Old Greek Documents Using Keyword Spotting Techniques -- Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis -- Classification and Detection of Symbols in Ancient Papyri -- Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations -- Part III: Extended Reality -- Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments -- Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences -- Tackling Problems of Marker-based Augmented Reality Under Water -- A True AR Authoring Tool for Interactive Virtual Museums -- Part IV: Serious Games -- Transforming Heritage Crafts to Engaging Digital Experiences -- Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences -- Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences -- Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification -- Part V: Storytelling -- Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum -- Digital Storytelling -- Storytelling in Virtual Museums: Engaging a Multitude of Voices -- Part VI: Preservation and Reconstruction -- Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications -- Relict – Interpolated – Extrapolated – Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction -- Preserving and Presenting Cultural Heritage using Off-the-Shelf Software. |
Record Nr. | UNISA-996465454003316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Visual Computing for Cultural Heritage / / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis |
Edizione | [1st ed. 2020.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 |
Descrizione fisica | 1 online resource (IX, 444 p. 137 illus., 121 illus. in color.) |
Disciplina | 363.69 |
Collana | Springer Series on Cultural Computing |
Soggetto topico |
Computer graphics
User interfaces (Computer systems) Cultural heritage Computer games—Programming Computer Graphics User Interfaces and Human Computer Interaction Cultural Heritage Game Development |
ISBN | 3-030-37191-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Computer Graphics -- Computer Graphics for Archaeology -- Studying Illumination and Cultural Heritage -- High Dynamic Range in Cultural Heritage Applications -- Procedural Modeling for Cultural Heritage -- Part II: Computer Vision and Photogrammetry -- Providing Access to Old Greek Documents Using Keyword Spotting Techniques -- Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis -- Classification and Detection of Symbols in Ancient Papyri -- Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations -- Part III: Extended Reality -- Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments -- Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences -- Tackling Problems of Marker-based Augmented Reality Under Water -- A True AR Authoring Tool for Interactive Virtual Museums -- Part IV: Serious Games -- Transforming Heritage Crafts to Engaging Digital Experiences -- Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences -- Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences -- Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification -- Part V: Storytelling -- Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum -- Digital Storytelling -- Storytelling in Virtual Museums: Engaging a Multitude of Voices -- Part VI: Preservation and Reconstruction -- Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications -- Relict – Interpolated – Extrapolated – Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction -- Preserving and Presenting Cultural Heritage using Off-the-Shelf Software. |
Record Nr. | UNINA-9910410047903321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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