Description |
1 online resource (xix, 245 pages) : illustrations (some color) |
Series |
Studies in computational intelligence, 1860-949X ; volume 859 |
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Studies in computational intelligence ; v. 859. 1860-949X
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Contents |
An Overview of Handwritten Character Recognition Systems for Historical Documents -- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage -- A Robotic Humanoid for Information Exploration on Cultural Heritage Domain -- Using Technology and Gamification as a Means of Enhancing Users Experience at Cultural Heritage Sites -- Win the City Game -- Reversing Heritage Destruction through Digital Technology: The Rekrei Project -- Game-based learning research at the Danube University Krems Center for Applied Game Studies -- A case study into the User Experience of an application of Virtual Reality at the Saint Pauls Catacombs, Malta -- Techniques of Filming and Audio Recording in 360-Degree Ambiences -- The Effectiveness of an Augmented Reality Guiding System in an Artum Museum -- Augmented Reality in Cultural Heritage: designing for mobile AR user experiences |
Summary |
With the proliferation of technology, science became a medium used to create and interpret heritage in a way that redefines human achievements. The recent advances in technology are providing us with a variety of tools aimed at exploring, experiencing and interacting with heritage in a completely new way, which was unimaginable up until a few decades ago. Suddenly, heritage has become accessible and exciting to those who might not have previously considered it interesting. This book presents a selection of approaches in various topics such as artificial intelligence, gamification, and virtual and augmented reality, and uses practical examples to show how they can be deployed in real-world scenarios. As such, it inspires a wide variety of stakeholders and helps them experience our common heritage through a new lens |
Notes |
Includes index |
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Online resource; title from PDF title page (SpringerLink, viewed April 29, 2020) |
Subject |
Cultural property -- Information technology
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Artificial intelligence.
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Educational equipment & technology, computer-aided learning (Calif.)
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Computers -- Intelligence (AI) & Semantics.
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Education -- Computers & Technology.
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Technology & Engineering -- Engineering (General)
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Form |
Electronic book
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Author |
Seychell, Dylan, editor.
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Dingli, Alexiei, editor.
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ISBN |
9783030361075 |
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3030361071 |
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