| 000 | 03008nam a22004455i 4500 | ||
|---|---|---|---|
| 999 |
_c395087 _d395087 |
||
| 001 | 395087 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230311161929.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 230311s2022 sz | s |||| 0|eng d | ||
| 020 | _a9783031109324 | ||
| 024 | 7 |
_a10.1007/978-3-031-10932-4 _2doi |
|
| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
||
| 050 | 4 |
_aCC80.4 _b2022 EB |
|
| 100 | 1 |
_aChampion, Erik _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9687214 |
|
| 245 | 1 | 0 |
_aPlaying with the Past: Into the Future _cby Erik Champion |
| 250 | _a2nd edition 2022 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2022 |
|
| 300 |
_a1 recurso en línea (XXV, 226 páginas) _b54 ilustraciones, 45 ilustraciones a color |
||
| 336 |
_atexto _btxt _2rdacontent |
||
| 337 |
_aelectrónico _bc _2rdamedia |
||
| 338 |
_arecurso electrónico _bcr _2rdacarrier |
||
| 347 |
_aarchivo de texto _bPDF |
||
| 490 | 0 |
_aHuman-Computer Interaction Series _x2524-4477 |
|
| 505 | 0 | _aVirtual Travel: Being Not Quite 'There' -- Virtual Environment: Constraints and Possibilities.-Space and Place in Cyberspace -- Culturally Significant Presence -- What Have We Learnt from Game-Style Interaction? -- Playing With The Past: Case Studies -- Mixed Histories, Augmented Pasts -- 8. Evaluating Virtual Heritage in the Future -- An Open Conclusion -- Index. | |
| 520 | _aSince the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges. | ||
| 988 | _aSpringer_Computer_2022 | ||
| 650 | 7 |
_2embne _9666617 _aArqueología _xProceso de datos |
|
| 650 | 7 |
_2embne _9149935 _aRealidad virtual |
|
| 650 | 7 |
_2embne _9155848 _aInteracción hombre-ordenador |
|
| 776 | 0 | 8 |
_iPrinted edition: _z9783031109317 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031109331 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031109348 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-10932-4 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
||
| 998 |
_b03/2023 _dz _eIG _zSI |
||