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  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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    Condition: New. In English.

  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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    Condition: New. pp. 312.

  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

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    Paperback. Condition: Brand New. 2013 edition. 309 pages. 9.25x6.10x0.71 inches. In Stock.

  • Language: English

    Published by Springer Berlin Heidelberg, 2013

    3642370411 / 9783642370410

    • Softcover

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas.

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    Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

    • Softcover

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    Taschenbuch. Condition: Neu. Transactions on Edutainment IX | Zhigeng Pan (u. a.) | Taschenbuch | xii | Englisch | 2013 | Springer | EAN 9783642370410 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Language: English

    Published by J.B. Metzler, 2013

    3642370411 / 9783642370410

    • Softcover

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    Condition: Gut. Zustand: Gut | Seiten: 312 | Sprache: Englisch | Produktart: Bücher | This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas.

  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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    Condition: New. In English.

  • Language: English

    Published by Springer, 2021

    303037193X / 9783030371937

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Softcover

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  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

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  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

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  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

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  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

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  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

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  • Language: English

    Published by Springer, 2021

    303037193X / 9783030371937

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Softcover

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  • Language: English

    Published by Springer, 2021

    303037193X / 9783030371937

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Softcover

    Seller: preigu, Osnabrück, Germanypreigu

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    Taschenbuch. Condition: Neu. Visual Computing for Cultural Heritage | Fotis Liarokapis (u. a.) | Taschenbuch | ix | Englisch | 2021 | Springer | EAN 9783030371937 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Language: English

    Published by Springer International Publishing AG, Cham, 2025

    3031610172 / 9783031610172

    • Hardcover

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    Hardcover. Condition: new. Hardcover. The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling. This volume, is structured around 4 sections, focusing on different types of technologies and applications in Cultural Heritage, namely: Cutting-Edge Applications of Extended Reality in Cultural Heritage Preservation, Cultural Heritage Preservation and Exploration through Emerging Digital Technologies, Interactive and Immersive Experiences for Storytelling in Cultural Heritage and Innovative Approaches to Interactive Cultural Heritage Visualization.Interactive Media for Cultural Heritage consists of theoretical discussions and presents a range of case studies from diverse geographical locations allowing for an international focus of the book. It is addressed to academics, scholars, researchers, and students working on interactive media in cultural heritage and provides an interdisciplinary approach to enable cross-fertilization and collaboration among those research communities. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Language: English

    Published by Springer, 2026

    3031610202 / 9783031610202

    • Softcover

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    Taschenbuch. Condition: Neu. Interactive Media for Cultural Heritage | Fotis Liarokapis (u. a.) | Taschenbuch | Springer Series on Cultural Computing | xxi | Englisch | 2026 | Springer | EAN 9783031610202 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Language: English

    Published by Springer, 2025

    3031610172 / 9783031610172

    • Hardcover

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  • Language: English

    Published by Springer-Nature New York Inc, 2021

    303037193X / 9783030371937

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    Paperback. Condition: Brand New. 456 pages. 9.25x6.10x1.08 inches. In Stock.

  • Language: English

    Published by Springer-Nature New York Inc, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

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    Hardcover. Condition: Brand New. 453 pages. 9.25x6.10x9.21 inches. In Stock.

  • Language: English

    Published by Springer, 2021

    303037193X / 9783030371937

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Softcover

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

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    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

  • Language: English

    Published by Springer, 2020

    3030371905 / 9783030371906

    Series: Book 21 of 32 - Springer Series on Cultural Computing

    • Hardcover

    Seller: Mispah books, Redhill, SURRE, United KingdomMispah books

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    Hardcover. Condition: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Language: English

    Published by Springer, 2026

    3031610202 / 9783031610202

    • Softcover

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling.This volume, is structured around 4 sections, focusing on different types of technologies and applications in Cultural Heritage, namely: Cutting-Edge Applications of Extended Reality in Cultural Heritage Preservation, Cultural Heritage Preservation and Exploration through Emerging Digital Technologies, Interactive and Immersive Experiences for Storytelling in Cultural Heritage and Innovative Approaches to Interactive Cultural Heritage Visualization.Interactive Media for Cultural Heritage consists of theoretical discussions and presents a range of case studies from diverse geographical locations allowing for an international focus of the book. It is addressed to academics, scholars, researchers, and students working on interactive media in cultural heritage and provides an interdisciplinary approach to enable cross-fertilization and collaboration among those research communities.

  • Language: English

    Published by Springer, 2025

    3031610172 / 9783031610172

    • Hardcover

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    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling.This volume, is structured around 4 sections, focusing on different types of technologies and applications in Cultural Heritage, namely: Cutting-Edge Applications of Extended Reality in Cultural Heritage Preservation, Cultural Heritage Preservation and Exploration through Emerging Digital Technologies, Interactive and Immersive Experiences for Storytelling in Cultural Heritage and Innovative Approaches to Interactive Cultural Heritage Visualization.Interactive Media for Cultural Heritage consists of theoretical discussions and presents a range of case studies from diverse geographical locations allowing for an international focus of the book. It is addressed to academics, scholars, researchers, and students working on interactive media in cultural heritage and provides an interdisciplinary approach to enable cross-fertilization and collaboration among those research communities.

  • Language: English

    Published by Springer, 2013

    3642370411 / 9783642370410

    • Softcover
    • Print on Demand

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