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| 001 | 120663 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230102114053.0 | ||
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| 007 | cr nn nnnaamaa | ||
| 008 | 200413s2020 gw a o |||| 0|eng d | ||
| 020 | _a9783030361075 | ||
| 024 | 7 |
_a10.1007/978-3-030-36107-5 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aQA76.575 _b2020 EB |
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| 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 |
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| 300 |
_a1 recurso en línea (XIX, 245 páginas) _b95 ilustraciones, 77 ilustraciones a color |
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| 336 |
_2rdacontent _aTexto _btxt |
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| 337 |
_2rdamedia _aelectrónico _bc |
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| 338 |
_2rdacarrier _arecurso electrónico _bcr |
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| 347 |
_aArchivo de texto _bPDF |
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| 490 | 0 |
_aStudies in Computational Intelligence _x1860-949X _v859 |
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| 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| 505 | 0 | _aAn Overview of Handwritten Character Recognition Systems for Historical Documents -- Supporting Autonomous Navigation of Visually Impaired People to Experience Cultural Heritage -- A Robotic Humanoid for Information Exploration on Cultural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 |
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| 650 | 7 |
_2embne _9149935 _aRealidad virtual |
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| 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 |
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| 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 |
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| 710 | 2 |
_aSpringerLink (Online service) _0http://id.loc.gov/authorities/names/no2005046756 _1http://viaf.org/viaf/148105729 |
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| 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 |
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| 998 |
_b07/2020 _dz _eIG _zSI |
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