Book 2017

Mixed Reality and Gamification for Cultural Heritage

ISBN: 978-3-319-49606-1 (Print) 978-3-319-49607-8 (Online)

Table of contents (23 chapters)

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  1. Front Matter

    Pages i-xvii

  2. Introduction

    1. Front Matter

      Pages 1-1

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      Chapter

      Pages 3-26

      Digital Heritage and Virtual Archaeology: An Approach Through the Framework of International Recommendations

  3. Digitization and Visualization

    1. Front Matter

      Pages 27-27

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      Chapter

      Pages 29-73

      Data Acquisition for the Geometric Documentation of Cultural Heritage

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      Chapter

      Pages 75-98

      Autonomous Mapping of the Priscilla Catacombs

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      Chapter

      Pages 99-128

      Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges

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      Chapter

      Pages 129-158

      Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development

  4. Content Use and Re-use

    1. Front Matter

      Pages 159-159

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      Chapter

      Pages 161-199

      3D Digital Libraries and Their Contribution in the Documentation of the Past

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      Chapter

      Pages 201-223

      Enriching and Publishing Cultural Heritage as Linked Open Data

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      Chapter

      Pages 225-244

      Digital Memory and Integrated Data Capturing: Innovations for an Inclusive Cultural Heritage in Europe Through 3D Semantic Modelling

  5. Geospatial

    1. Front Matter

      Pages 245-245

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      Chapter

      Pages 247-270

      Five-Dimensional (5D) Modelling of the Holy Aedicule of the Church of the Holy Sepulchre Through an Innovative and Interdisciplinary Approach

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      Chapter

      Pages 271-290

      Historic BIM for Mobile VR/AR Applications

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      Chapter

      Pages 291-312

      Data Collection for Estimation of Resilience of Cultural Heritage Assets

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      Chapter

      Pages 313-330

      Virtual Reconstruction of Historical Architecture as Media for Knowledge Representation

  6. Presence

    1. Front Matter

      Pages 331-331

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      Chapter

      Pages 333-357

      Gamified AR/VR Character Rendering and Animation-Enabling Technologies

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      Chapter

      Pages 359-370

      Experiencing the Multisensory Past

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      Chapter

      Pages 371-392

      Multimodal Serious Games Technologies for Cultural Heritage

  7. Intangible Heritage

    1. Front Matter

      Pages 393-393

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      Chapter

      Pages 395-419

      Modelling Life Through Time: Cultural Heritage Case Studies

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      Chapter

      Pages 421-446

      Preservation and Gamification of Traditional Sports

  8. Ambient Intelligence and Storytelling

    1. Front Matter

      Pages 447-447

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      Chapter

      Pages 449-472

      Deployment of Robotic Guides in Museum Contexts

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      Chapter

      Pages 473-505

      Digital Cultural Heritage Experience in Ambient Intelligence

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      Chapter

      Pages 507-523

      Storytelling and Digital Epigraphy-Based Narratives in Linked Open Data

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