Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/18638
DC FieldValueLanguage
dc.contributor.editorIoannides, Marinos-
dc.contributor.editorMagnenat-Thalmann, Nadia-
dc.contributor.editorPapagiannakis, George-
dc.date.accessioned2020-08-17T06:03:51Z-
dc.date.available2020-08-17T06:03:51Z-
dc.date.issued2017-
dc.identifier.isbn978-3-319-49607-8-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/18638-
dc.description.abstractThis 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.en_US
dc.language.isoenen_US
dc.relationInitial Training Networks for Digital Cultural Heritage: Projecting our Past to the Future (ITN-DCH)en_US
dc.subjectVisual learningen_US
dc.subjectGamificationen_US
dc.subjectMixed realityen_US
dc.titleMixed Reality and Gamification for Cultural Heritageen_US
dc.typeBooken_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationUniversité de Genèveen_US
dc.collaborationUniversity of Creteen_US
dc.subject.categoryElectrical Engineering - Electronic Engineering - Information Engineeringen_US
dc.journalsSubscriptionen_US
dc.countryCyprusen_US
dc.countryGreeceen_US
dc.countrySwitzerlanden_US
dc.subject.fieldEngineering and Technologyen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1007/978-3-319-49607-8en_US
cut.common.academicyear2017-2018en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_2f33-
item.openairetypebook-
item.languageiso639-1en-
crisitem.project.funderEuropean Union-
crisitem.project.grantnoITN-DCH-
crisitem.project.fundingProgramFP7 Marie Skłodowska-Curie ITN Action-
crisitem.project.openAireinfo:eu-repo/grantAgreement/Directorate for Education & Human Resources/0608013-
crisitem.editor.deptDepartment of Electrical Engineering, Computer Engineering and Informatics-
crisitem.editor.facultyFaculty of Engineering and Technology-
crisitem.editor.orcid0000-0002-7537-9102-
crisitem.editor.parentorgFaculty of Engineering and Technology-
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