Produktbild: Visual Computing for Cultural Heritage

Visual Computing for Cultural Heritage

Fr. 218.00

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

08.04.2021

Herausgeber

Fotis Liarokapis + weitere

Verlag

Springer

Seitenzahl

444

Maße (L/B/H)

23.5/15.5/2.5 cm

Gewicht

686 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37193-7

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

08.04.2021

Herausgeber

Verlag

Springer

Seitenzahl

444

Maße (L/B/H)

23.5/15.5/2.5 cm

Gewicht

686 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37193-7

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Visual Computing for Cultural Heritage
  • Part I: Computer Graphics.- Computer Graphics for Archaeology.- Studying Illumination and Cultural Heritage.- High Dynamic Range in Cultural Heritage Applications.- Procedural Modeling for Cultural Heritage.- Part II: Computer Vision and Photogrammetry.- Providing Access to Old Greek Documents Using Keyword Spotting Techniques.- Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis.- Classification and Detection of Symbols in Ancient Papyri.- Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations.- Part III: Extended Reality.- Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments.- Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences.- Tackling Problems of Marker-based Augmented Reality Under Water.- A True AR Authoring Tool for Interactive Virtual Museums.- Part IV: Serious Games.- Transforming Heritage Crafts to Engaging Digital Experiences.- Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences.- Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences.- Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification.- Part V: Storytelling.- Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum.- Digital Storytelling.- Storytelling in Virtual Museums: Engaging a Multitude of Voices.- Part VI: Preservation and Reconstruction.- Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications.- Relict – Interpolated – Extrapolated – Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction.- Preserving and Presenting Cultural Heritage using Off-the-Shelf Software