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Mixed Reality and Gamification for Cultural Heritage

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  • 611pages
  • 22 heures de lecture

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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage provides a comprehensive introduction to the theories, development, applications, and trends of mixed reality and gamified interaction in cultural heritage and creative industries. It aims to serve as an introductory textbook for both novice and experienced researchers in interactive digital cultural heritage, while also offering a platform for interdisciplinary collaboration. The content is organized into two sections based on a pedagogical model from the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH). Section I focuses on recent advancements in mixed reality technologies, while Section II presents findings on interactions with 3D tangible and intangible digital cultural heritage. Contributions come from respected scholars and professionals in VR/AR, gamification, and digital heritage. This book targets heritage professionals, researchers, lecturers, and students interested in exploring cutting-edge mixed reality and gamification technologies within cultural heritage and creative industries. It adopts a pedagogic approach, drawing from trainings, conferences, workshops, and summer schools that ITN-DCH fellows have participated in to learn how to design next-generation virtual heritage applications, systems, and services.

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Mixed Reality and Gamification for Cultural Heritage, Marinos Ioannides

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Année de publication
2018
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