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020 _a9783030361075
024 7 _a10.1007/978-3-030-36107-5
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.575
_b2020 EB
245 0 0 _aRediscovering Heritage Through Technology :
_bA Collection of Innovative Research Case Studies That Are Reworking The Way We Experience Heritage
_cedited by Dylan Seychell, Alexiei Dingli
250 _aFirst edition
264 1 _aCham
_bSpringer International Publishing :
_bImprint: Springer
_c2020
300 _a1 recurso en línea (XIX, 245 páginas)
_b95 ilustraciones, 77 ilustraciones a color
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _aArchivo de texto
_bPDF
490 0 _aStudies in Computational Intelligence
_x1860-949X
_v859
490 0 _aIntelligent Technologies and Robotics (Springer-42732)
505 0 _aAn Overview of Handwritten Character Recognition Systems for Historical Documents -- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage -- A Robotic Humanoid for Information Exploration on Cultural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 Paul's 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.
520 3 _aWith 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.
988 _aSpringer_Robotics_23062020
650 7 _2embne
_9517870
_aGamificación
650 7 _2embne
_9149935
_aRealidad virtual
700 1 _aSeychell, Dylan
_eeditor
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_0http://id.loc.gov/authorities/names/nb2015019334
_1http://viaf.org/viaf/315104404
700 1 _aDingli, Alexiei
_eeditor
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_0http://id.loc.gov/authorities/names/no2011116559
_1http://viaf.org/viaf/171568846
710 2 _aSpringerLink (Online service)
_0http://id.loc.gov/authorities/names/no2005046756
_1http://viaf.org/viaf/148105729
776 0 8 _iPrinted edition:
_z9783030361068
776 0 8 _iPrinted edition:
_z9783030361082
776 0 8 _iPrinted edition:
_z9783030361099
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-36107-5
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b07/2020
_dz
_eIG
_zSI