Mixed Reality and Gamification for Cultural Heritage

  • Marinos Ioannides
  • Nadia Magnenat-Thalmann
  • George Papagiannakis

Table of contents

  1. Front Matter
    Pages i-xvii
  2. Introduction

    1. Front Matter
      Pages 1-1
    2. Víctor Manuel López-Menchero Bendicho, Mariano Flores Gutiérrez, Matthew L. Vincent, Alfredo Grande León
      Pages 3-26
  3. Digitization and Visualization

    1. Front Matter
      Pages 27-27
    2. Frank Verbiest, Marc Proesmans, Luc Van Gool
      Pages 75-98
    3. Pedro Santos, Martin Ritz, Constanze Fuhrmann, Rafael Monroy, Hendrik Schmedt, Reimar Tausch et al.
      Pages 99-128
    4. Marilena Alivizatou-Barakou, Alexandros Kitsikidis, Filareti Tsalakanidou, Kosmas Dimitropoulos, Chantas Giannis, Spiros Nikolopoulos et al.
      Pages 129-158
  4. Content Use and Re-use

    1. Front Matter
      Pages 159-159
    2. Marinos Ioannides, Rob Davies, Pavlos Chatzigrigoriou, Eirini Papageorgiou, Georgios Leventis, Vasiliki Nikolakopoulou et al.
      Pages 161-199
    3. Nikolaos Simou, Alexandros Chortaras, Giorgos Stamou, Stefanos Kollias
      Pages 201-223
    4. Federica Maietti, Roberto Di Giulio, Marcello Balzani, Emanuele Piaia, Marco Medici, Federico Ferrari
      Pages 225-244
  5. Geospatial

    1. Front Matter
      Pages 245-245
    2. Antonia Moropoulou, Andreas Georgopoulos, Manolis Korres, Asterios Bakolas, Kyriakos Labropoulos, Panagiotis Agrafiotis et al.
      Pages 247-270
    3. Luigi Barazzetti, Fabrizio Banfi
      Pages 271-290
    4. Roko Zarnic, Vlatka Rajcic, Barbara Vodopivec
      Pages 291-312
    5. Sander Münster, Cindy Kröber, Heide Weller, Nikolas Prechtel
      Pages 313-330
  6. Presence

    1. Front Matter
      Pages 331-331
    2. Margarita Papaefthymiou, Steve Kateros, Stylianos Georgiou, Nikos Lydatakis, Paul Zikas, Vasileios Bachlitzanakis et al.
      Pages 333-357
    3. Alan Chalmers
      Pages 359-370

About this book

Introduction

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.

Keywords

Cultural Heritage Virtual Reality Gamification Computer Graphics Animation Arts and Humanities

Editors and affiliations

  • Marinos Ioannides
    • 1
  • Nadia Magnenat-Thalmann
    • 2
  • George Papagiannakis
    • 3
  1. 1.Digital Heritage ResearchCyprus University of Technology Digital Heritage ResearchLimassolCyprus
  2. 2.University of Geneva CarougeSwitzerland
  3. 3.Department of Computer ScienceUniversity of Crete & FORTH Department of Computer ScienceHeraklionGreece

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-49607-8
  • Copyright Information Springer International Publishing AG 2017
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-49606-1
  • Online ISBN 978-3-319-49607-8
  • About this book