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Visual Computing for Cultural Heritage / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Liarokapis, Fotis, editor.
Voulodimos, Athanasios, editor.
Doulamis, Nikolaos, editor.
Doulamis, Anastasios, editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Springer series on cultural computing 2195-9056
Springer Series on Cultural Computing, 2195-9056
Language:
English
Subjects (All):
Computer graphics.
User interfaces (Computer systems).
Cultural property.
Video games--Programming.
Video games.
Computer Graphics.
User Interfaces and Human Computer Interaction.
Cultural Heritage.
Game Development.
Local Subjects:
Computer Graphics.
User Interfaces and Human Computer Interaction.
Cultural Heritage.
Game Development.
Physical Description:
1 online resource (IX, 444 pages) : 137 illustrations, 121 illustrations in color.
Edition:
First edition 2020.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
System Details:
text file PDF
Summary:
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
Contents:
Part I: Computer Graphics
Computer Graphics for Archaeology
Studying Illumination and Cultural Heritage
High Dynamic Range in Cultural Heritage Applications
Procedural Modeling for Cultural Heritage
Part II: Computer Vision and Photogrammetry
Providing Access to Old Greek Documents Using Keyword Spotting Techniques
Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis
Classification and Detection of Symbols in Ancient Papyri
Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations
Part III: Extended Reality
Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments
Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences
Tackling Problems of Marker-based Augmented Reality Under Water
A True AR Authoring Tool for Interactive Virtual Museums
Part IV: Serious Games
Transforming Heritage Crafts to Engaging Digital Experiences
Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences
Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences
Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification
Part V: Storytelling
Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum
Digital Storytelling
Storytelling in Virtual Museums: Engaging a Multitude of Voices
Part VI: Preservation and Reconstruction
Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications
Relict - Interpolated - Extrapolated - Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction
Preserving and Presenting Cultural Heritage using Off-the-Shelf Software.
Other Format:
Printed edition:
ISBN:
978-3-030-37191-3
9783030371913
Access Restriction:
Restricted for use by site license.

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