书目名称 | Mixed Reality and Gamification for Cultural Heritage | 编辑 | Marinos Ioannides,Nadia Magnenat-Thalmann,George P | 视频video | | 概述 | Offers an essential introduction to the theories, development and applications of enabling technologies for mixed reality and gamified interaction in the context of cultural heritage and creative indu | 图书封面 |  | 描述 | .This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines..To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage..This book is intended for all heritage prof | 出版日期 | Textbook 2017 | 关键词 | Cultural Heritage; Virtual Reality; Gamification; Computer Graphics; Animation; Arts and Humanities | 版次 | 1 | doi | https://doi.org/10.1007/978-3-319-49607-8 | isbn_softcover | 978-3-319-84198-4 | isbn_ebook | 978-3-319-49607-8 | copyright | Springer International Publishing AG 2017 |
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