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Rediscovering heritage through techn...
~
Dingli, Alexiei.
Rediscovering heritage through technologya collection of innovative research case studies that are reworking the way we experience heritage /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Rediscovering heritage through technologyedited by Dylan Seychell, Alexiei Dingli.
Reminder of title:
a collection of innovative research case studies that are reworking the way we experience heritage /
other author:
Seychell, Dylan.
Published:
Cham :Springer International Publishing :2020.
Description:
xix, 245 p. :ill. (some col.), digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Cultural propertyInformation technology.
Online resource:
https://doi.org/10.1007/978-3-030-36107-5
ISBN:
9783030361075$q(electronic bk.)
Rediscovering heritage through technologya collection of innovative research case studies that are reworking the way we experience heritage /
Rediscovering heritage through technology
a collection of innovative research case studies that are reworking the way we experience heritage /[electronic resource] :edited by Dylan Seychell, Alexiei Dingli. - Cham :Springer International Publishing :2020. - xix, 245 p. :ill. (some col.), digital ;24 cm. - Studies in computational intelligence,v.8591860-949X ;. - Studies in computational intelligence ;v. 216..
An Overview of Handwritten Character Recognition Systems for Historical Documents -- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage -- A Robotic Humanoid for Information Exploration on Cultural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 Gamification 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 Saint Paul's Catacombs, Malta -- Techniques of Filming and Audio Recording in 360-Degree Ambiences -- The Effectiveness of an Augmented Reality Guiding System in an Artum Museum -- Augmented Reality in Cultural Heritage: designing for mobile AR user experiences.
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.
ISBN: 9783030361075$q(electronic bk.)
Standard No.: 10.1007/978-3-030-36107-5doiSubjects--Topical Terms:
858855
Cultural property
--Information technology.
LC Class. No.: CC135 / .R435 2020
Dewey Class. No.: 363.69
Rediscovering heritage through technologya collection of innovative research case studies that are reworking the way we experience heritage /
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a collection of innovative research case studies that are reworking the way we experience heritage /
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edited by Dylan Seychell, Alexiei Dingli.
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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 Gamification 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 Saint Paul's Catacombs, Malta -- Techniques of Filming and Audio Recording in 360-Degree Ambiences -- The Effectiveness 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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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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Intelligent Technologies and Robotics (Springer-42732)
based on 0 review(s)
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電子館藏
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000000178660
電子館藏
1圖書
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EB CC135 .R317 2020 2020
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1 records • Pages 1 •
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https://doi.org/10.1007/978-3-030-36107-5
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