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Rediscovering Heritage Through Technology

A Collection of Innovative Research Case Studies That Are Reworking The Way We Experience Heritage

Medium: Buch
ISBN: 978-3-030-36109-9
Verlag: Springer International Publishing
Erscheinungstermin: 14.04.2021
Lieferfrist: bis zu 10 Tage

With the proliferation of technology, science became a medium used to create and interpret heritage in a way that redefines human achievements. The recent advances in technology are providing us with a variety of tools aimed at exploring, experiencing and interacting with heritage in a completely new way, which was unimaginable up until a few decades ago. Suddenly, heritage has become accessible and exciting to those who might not have previously considered it interesting.  This book presents a selection of approaches in various topics such as artificial intelligence, gamification, and virtual and augmented reality, and uses practical examples to show how they can be deployed in real-world scenarios. As such, it inspires a wide variety of stakeholders and helps them experience our common heritage through a new lens.


Produkteigenschaften


  • Artikelnummer: 9783030361099
  • Medium: Buch
  • ISBN: 978-3-030-36109-9
  • Verlag: Springer International Publishing
  • Erscheinungstermin: 14.04.2021
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2020
  • Serie: Studies in Computational Intelligence
  • Produktform: Kartoniert
  • Gewicht: 411 g
  • Seiten: 245
  • Format (B x H x T): 155 x 235 x 15 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Herausgeber

An Overview of Handwritten Character Recognition Systems for Historical Documents.- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage.- A Robotic Humanoid for Information Exploration on Cultural Heritage Domain.- Using Technology and Gami?cation as a Means of Enhancing Users’ Experience at Cultural Heritage Sites.- Win the City Game.- Reversing Heritage Destruction through Digital Technology: The Rekrei Project.- Game-based learning research at the Danube University Krems’ Center for Applied Game Studies.- A case study into the User Experience of an application of Virtual Reality at the SaintPaul’s Catacombs, Malta.- Techniques of Filming and Audio Recording in 360-Degree Ambiences.- The E?ectiveness of an Augmented Reality Guiding System in an Artum Museum.- Augmented Reality in Cultural Heritage: designing for mobile AR user experiences.