Mixed Reality and Gamification for Cultural Heritage

Mixed Reality and Gamification for Cultural Heritage

Papagiannakis, George; Ioannides, Marinos; Magnenat-Thalmann, Nadia

Springer International Publishing AG

07/2018

594

Mole

Inglês

9783319841984

15 a 20 dias

9124

Descrição não disponível.
Digital Heritage & Virtual Archaeology: an approach through the framework of international recommendations.- Data Acquisition for the Geometric Documentation of Cultural Heritage.- Autonomous Mapping of the Priscilla Catacombs.- Acceleration of 3D mass digitization processes: recent advances and challenges.- Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development.- 3D Digital Libraries in Cultural Heritage and their contribution in the documentation of the past.- Enriching and Publishing Cultural Heritage as Linked Open Data.- Digital memory and integrated data capturing: innovations for an inclusive Cultural Heritage in Europe through 3D semantic modelling.- 5D Model of the Holy Aedicule of the Church of the Holy Sepulchre through an innovative and interdisciplinary approach.- Historic BIM for mobile VR/AR applications.- Data collection for estimation of resilience of cultural heritage assets.- Virtual Reconstruction of Historical Architecture as Media for Knowledge.- Gamified AR/VR character rendering and animation enabling technologies.- Experiencing the multisensory past.- Multimodal Serious Games Technologies for Cultural Heritage.- Modelling life through time: cultural heritage case studies.- Preservation and gamification of traditional sports.- Deployment of robotic guides in museum contexts.- Digital cultural heritage experience in Ambient Intelligence.- Storytelling and Digital Epigraphy-based narratives in Linked Open Data.- Additive Manufacturing (AM) based evaluation, reconstruction and improvement of cultural heritage artifacts and human structures.- The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-learning and Virtual Museums.- 4D Modeling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage.
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Cultural Heritage;Virtual Reality;Gamification;Computer Graphics;Animation;Arts and Humanities