Seychell / Dingli | Rediscovering Heritage Through Technology | Buch | 978-3-030-36109-9 | www.sack.de

Buch, Englisch, 245 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 411 g

Reihe: Studies in Computational Intelligence

Seychell / Dingli

Rediscovering Heritage Through Technology

A Collection of Innovative Research Case Studies That Are Reworking The Way We Experience Heritage
1. Auflage 2020
ISBN: 978-3-030-36109-9
Verlag: Springer

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

Buch, Englisch, 245 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 411 g

Reihe: Studies in Computational Intelligence

ISBN: 978-3-030-36109-9
Verlag: Springer


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.
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Zielgruppe


Research

Weitere Infos & Material


An Overview of Handwritten Character Recognition Systems for Historical Documents.- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage.- A Robotic Humanoid for Information Exploration on Cultural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.



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