Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/18704
DC FieldValueLanguage
dc.contributor.authorDoulamis, Nikolaos D.-
dc.contributor.authorDoulamis, Anastasios-
dc.contributor.authorIoannidis, Charalabos-
dc.contributor.authorKlein, Michael-
dc.contributor.authorIoannides, Marinos-
dc.date.accessioned2020-08-21T11:03:22Z-
dc.date.available2020-08-21T11:03:22Z-
dc.date.issued2017-04-27-
dc.identifier.citationMixed Reality and Gamification for Cultural Heritage pp 567-589en_US
dc.identifier.isbn978-3-319-49607-8-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/18704-
dc.description.abstractFrom the ancient library of Alexandria 2300 years ago, cultural collections have a common fundamental base; to gather, preserve and promote knowledge helping the intellectual and cognitive evolution of humanity. Nowadays the information revolution has given scientists, educators, researchers and individuals the ability not only to use a variety of digital libraries as a source of information but also to contribute to these libraries by uploading data that they create, leading to a massive production of digital data that we need to verify, manage, archive, preserve and reuse. Cultural heritage (CH) data is a category in digital libraries that needs our attention the most, because of their crucial role in helping us to interact with the past and learn, promote and preserve our cultural assets. Digital documentation of tangible and intangible heritage, data formats and standards, metadata and semantics, linked data, crowdsourcing and cloud, the use and reuse of data and copyright issues are the rising challenges that we try to address in this chapter, through literature research and best practice examples. At the end of this analysis, this chapter tries to predict the future of Digital Heritage Libraries, where 3D digital assets will be part of augmented, virtual and mixed reality experiences.en_US
dc.language.isoenen_US
dc.rightsSpringeren_US
dc.subject4D modellingen_US
dc.subjectTangible and intangible cultural heritageen_US
dc.subject3D reconstructionen_US
dc.subjectSemanticsen_US
dc.subjectLaban motion analysisen_US
dc.titleModelling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritageen_US
dc.typeBook Chapteren_US
dc.collaborationNational Technical University Of Athensen_US
dc.collaboration7Reasonsen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryElectrical Engineering - Electronic Engineering - Information Engineeringen_US
dc.journalsSubscriptionen_US
dc.countryCyprusen_US
dc.countryGreeceen_US
dc.countryAustriaen_US
dc.subject.fieldEngineering and Technologyen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1007/978-3-319-49607-8_23en_US
cut.common.academicyear2017-2018en_US
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_3248-
item.fulltextNo Fulltext-
item.grantfulltextnone-
item.openairetypebookPart-
item.cerifentitytypePublications-
crisitem.author.deptDepartment of Electrical Engineering, Computer Engineering and Informatics-
crisitem.author.facultyFaculty of Engineering and Technology-
crisitem.author.orcid0000-0002-7537-9102-
crisitem.author.parentorgFaculty of Engineering and Technology-
Appears in Collections:Κεφάλαια βιβλίων/Book chapters
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