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Virtual Cultural Heritage


Virtual Cultural Heritage
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Virtual Heritage


Virtual Heritage
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Author : Erik Malcolm Champion
language : en
Publisher: Ubiquity Press
Release Date : 2021-07-22

Virtual Heritage written by Erik Malcolm Champion and has been published by Ubiquity Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-22 with Social Science categories.


Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.



Paradata And Transparency In Virtual Heritage


Paradata And Transparency In Virtual Heritage
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Author : Anna Bentkowska-Kafel
language : en
Publisher: Routledge
Release Date : 2016-05-13

Paradata And Transparency In Virtual Heritage written by Anna Bentkowska-Kafel and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-13 with Business & Economics categories.


Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.



New Heritage


New Heritage
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Author : Yehuda Kalay
language : en
Publisher: Routledge
Release Date : 2007-11-14

New Heritage written by Yehuda Kalay and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-11-14 with Art categories.


The use of new media in the service of cultural heritage is a fast growing field, known variously as virtual or digital heritage. New Heritage, under this denomination, broadens the definition of the field to address the complexity of cultural heritage such as the related social, political and economic issues. This book is a collection of 20 key essays, of authors from 11 countries, representing a wide range of professions including architecture, philosophy, history, cultural heritage management, new media, museology and computer science, which examine the application of new media to cultural heritage from a different points of view. Issues surrounding heritage interpretation to the public and the attempts to capture the essence of both tangible (buildings, monuments) and intangible (customs, rituals) cultural heritage are investigated in a series of innovative case studies.



Virtual Cultural Heritage


Virtual Cultural Heritage
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Author : Mark Jr Petrovich
language : en
Publisher:
Release Date : 2015

Virtual Cultural Heritage written by Mark Jr Petrovich and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Digital media categories.


With the plethora of digital devices that can provide information about almost anything anywhere the Virtual Cultural Heritage project implements a prototype for the integration of personal computers and o the shelf new media accessories functioning in concert in order to deliver cultural heritage information. The virtual experience is navigated through the use of Microsoft Kinect motion control technology, integrating both gesture recognition and full body control, giving an element of realism and control previously not available in VR simulations. The interactive VR environment explores the possibilities of Le Musee Imaginaire, or the Museum Without Walls. The short-term goal is to draw upon scholarly research in areas of history and archaeological interpretation in order to distribute that knowledge to a general public in a non-traditional, engaging and entertaining manner. The long-range goal is to develop collaborative interdisciplinary projects that explore developing technologies and their new media applications in matters of cultural heritage, education and tourism.



Virtual Heritage


Virtual Heritage
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Author : Erik Champion
language : en
Publisher:
Release Date : 2021

Virtual Heritage written by Erik Champion and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Cultural property categories.


Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.



Digital Heritage Progress In Cultural Heritage Documentation Preservation And Protection


Digital Heritage Progress In Cultural Heritage Documentation Preservation And Protection
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Author : Marinos Ioannides
language : en
Publisher: Springer Nature
Release Date : 2021-04-13

Digital Heritage Progress In Cultural Heritage Documentation Preservation And Protection written by Marinos Ioannides and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-04-13 with Computers categories.


This book constitutes the refereed post-conference proceedings of the 8th International Conference on Digital Heritage, EuroMed 2020, held virtually in November 2020. The 37 revised project papers and 30 revised short papers presented were carefully reviewed and selected from 326 submissions. The papers are on topics such as digital data acquisition technologies in CH/2D and 3D data capture methodologies and data processing; remote sensing for archaeology and cultural heritage management and monitoring; interactive environments and applications; reproduction techniques and rapid prototyping in CH; e-Libraries and e-Archives in cultural heritage; virtual museum applications (e-Museums and e-Exhibitions); visualisation techniques (desktop, virtual and augmented reality); storytelling and authoring tools; tools for education; 2D and 3D GIS in cultural heritage; and on-site and remotely sensed data collection.



Cultural Heritage


Cultural Heritage
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Author : Monika Hagedorn-Saupe
language : en
Publisher:
Release Date : 2018

Cultural Heritage written by Monika Hagedorn-Saupe and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with categories.




Recent Advances In 3d Imaging Modeling And Reconstruction


Recent Advances In 3d Imaging Modeling And Reconstruction
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Author : Voulodimos, Athanasios
language : en
Publisher: IGI Global
Release Date : 2020-02-28

Recent Advances In 3d Imaging Modeling And Reconstruction written by Voulodimos, Athanasios and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-28 with Computers categories.


3D image reconstruction is used in many fields, such as medicine, entertainment, and computer science. This highly demanded process comes with many challenges, such as images becoming blurry by atmospheric turbulence, getting snowed with noise, or becoming damaged within foreign regions. It is imperative to remain well-informed with the latest research in this field. Recent Advances in 3D Imaging, Modeling, and Reconstruction is a collection of innovative research on the methods and common techniques of image reconstruction as well as the accuracy of these methods. Featuring coverage on a wide range of topics such as ray casting, holographic techniques, and machine learning, this publication is ideally designed for graphic designers, computer engineers, medical professionals, robotics engineers, city planners, game developers, researchers, academicians, and students.



Critical Gaming Interactive History And Virtual Heritage


Critical Gaming Interactive History And Virtual Heritage
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Author : Erik Champion
language : en
Publisher: Routledge
Release Date : 2016-03-09

Critical Gaming Interactive History And Virtual Heritage written by Erik Champion and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-09 with Language Arts & Disciplines categories.


This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.



Mixed Reality And Gamification For Cultural Heritage


Mixed Reality And Gamification For Cultural Heritage
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Author : Marinos Ioannides
language : en
Publisher: Springer
Release Date : 2017-04-26

Mixed Reality And Gamification For Cultural Heritage written by Marinos Ioannides and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-26 with Computers categories.


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 professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.