Mixed Reality and Gamification for Cultural Heritage
Mixed Reality and Gamification for Cultural Heritage
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- More about Mixed Reality and Gamification for Cultural Heritage
This volume provides an introduction to the theories, development, recent applications, and trends of virtual and augmented reality (VR/AR) and gamification for cultural heritage. It serves as an introductory textbook for researchers and offers a platform for exploring these technologies in the context of cultural heritage and creative industries. The book is divided into two sections, covering mixed reality enabling technologies and interaction with 3D digital cultural heritage, with contributions from respected scholars and professionals. It is intended for heritage professionals, researchers, lecturers, and students interested in learning about the latest VR/AR and gamification technologies.
\n Format: Paperback / softback
\n Length: 594 pages
\n Publication date: 20 July 2018
\n Publisher: Springer International Publishing AG
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This comprehensive volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage provides 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 serves two primary goals: acting 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 culturally related disciplines.
To achieve these objectives, the book is organized 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 explores recent advancements in mixed reality enabling technologies, while Section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections feature 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 designed for all heritage professionals, researchers, lecturers, and students who are interested in exploring the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It adopts a pedagogic approach based on training, conferences, workshops, and summer schools that the ITN-DCH fellows have been following to learn how to design next-generation virtual heritage applications, systems, and services.
By delving into the theoretical foundations, practical applications, and emerging trends of VR/AR and gamification in cultural heritage, this volume offers valuable insights for professionals, researchers, and enthusiasts alike. It serves as a comprehensive resource for advancing the field and fostering interdisciplinary collaboration in preserving and promoting our cultural heritage for future generations.
\n Weight: 381g\n
Dimension: 210 x 150 x 22 (mm)\n
ISBN-13: 9783319841984\n
Edition number: Softcover reprint of the original 1st ed. 2017\n
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