Author: Juan A. Barceló
Publisher: British Archaeological Reports Oxford Limited
ISBN:
Category : History
Languages : en
Pages : 276
Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Virtual Reality in Archaeology
Author: Juan A. Barceló
Publisher: British Archaeological Reports Oxford Limited
ISBN:
Category : History
Languages : en
Pages : 276
Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Publisher: British Archaeological Reports Oxford Limited
ISBN:
Category : History
Languages : en
Pages : 276
Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Virtual Heritage
Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Virtual Archaeology
Author:
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 294
Book Description
Sites include: Giza, Saqqara, Thebes, Ebla, Uruk, Ur, Babylon, Susa, Isernia, Malta, Minoan Crete, Mycenaean cities, Bologna, Verucchio, Entella, Athens, Delphi, Olympia, Macedonia, Rome, Pompeii, the Indus Valley, South-Central Asia, Scythia, China, Mongolia, Japan, Teotihuacan, Tikal, Palenque, Copán, Tenochtitlan, the Andes, and others.
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 294
Book Description
Sites include: Giza, Saqqara, Thebes, Ebla, Uruk, Ur, Babylon, Susa, Isernia, Malta, Minoan Crete, Mycenaean cities, Bologna, Verucchio, Entella, Athens, Delphi, Olympia, Macedonia, Rome, Pompeii, the Indus Valley, South-Central Asia, Scythia, China, Mongolia, Japan, Teotihuacan, Tikal, Palenque, Copán, Tenochtitlan, the Andes, and others.
Communicating the Past in the Digital Age
Author: Sebastian Hageneuer
Publisher: Ubiquity Press
ISBN: 1911529862
Category : Social Science
Languages : en
Pages : 223
Book Description
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
Publisher: Ubiquity Press
ISBN: 1911529862
Category : Social Science
Languages : en
Pages : 223
Book Description
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
Developing Effective Communication Skills in Archaeology
Author: Enrico Proietti
Publisher: Information Science Reference
ISBN: 9781799810605
Category : Archaeology
Languages : en
Pages : 347
Book Description
"This book examines archaeology as a method for present researchers to interact and communicate with the past, and as a method for identifying the overall trends in the needs of humanity as a whole"--
Publisher: Information Science Reference
ISBN: 9781799810605
Category : Archaeology
Languages : en
Pages : 347
Book Description
"This book examines archaeology as a method for present researchers to interact and communicate with the past, and as a method for identifying the overall trends in the needs of humanity as a whole"--
Cyber-archaeology
Author: Maurizio Forte
Publisher: British Archaeological Reports Limited
ISBN: 9781407307213
Category : Social Science
Languages : en
Pages : 153
Book Description
This book collects articles from two different workshops organized in 2009 and 2010, one which aimed to analyse the epistemology of cyber-archaeology in relation to state of the art methods, theory, applications and overviews; the other focusing on collaborative environments, collaborative research, virtual models and simulation studies.
Publisher: British Archaeological Reports Limited
ISBN: 9781407307213
Category : Social Science
Languages : en
Pages : 153
Book Description
This book collects articles from two different workshops organized in 2009 and 2010, one which aimed to analyse the epistemology of cyber-archaeology in relation to state of the art methods, theory, applications and overviews; the other focusing on collaborative environments, collaborative research, virtual models and simulation studies.
Computational Intelligence in Archaeology
Author: Barcelo, Juan A.
Publisher: IGI Global
ISBN: 1599044919
Category : Computers
Languages : en
Pages : 436
Book Description
Provides analytical theories offered by innovative artificial intelligence computing methods in the archaeological domain.
Publisher: IGI Global
ISBN: 1599044919
Category : Computers
Languages : en
Pages : 436
Book Description
Provides analytical theories offered by innovative artificial intelligence computing methods in the archaeological domain.
Developing Virtual Reality Applications
Author: Alan B. Craig
Publisher: Morgan Kaufmann
ISBN: 0080959083
Category : Computers
Languages : en
Pages : 399
Book Description
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. - Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! - Development techniques are cross referenced between different application areas, providing fundamental best practices!
Publisher: Morgan Kaufmann
ISBN: 0080959083
Category : Computers
Languages : en
Pages : 399
Book Description
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. - Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! - Development techniques are cross referenced between different application areas, providing fundamental best practices!
Mixed Reality and Gamification for Cultural Heritage
Author: Marinos Ioannides
Publisher: Springer
ISBN: 3319496077
Category : Computers
Languages : en
Pages : 594
Book Description
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Publisher: Springer
ISBN: 3319496077
Category : Computers
Languages : en
Pages : 594
Book Description
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Handbook of Research on Teaching with Virtual Environments and AI
Author: Gianni Panconesi
Publisher:
ISBN: 9781799876380
Category : Artificial intelligence
Languages : en
Pages :
Book Description
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--
Publisher:
ISBN: 9781799876380
Category : Artificial intelligence
Languages : en
Pages :
Book Description
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--