Samanta Mariotti (21 results)

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

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    PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.

  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: PBShop.store UK, Fairford, GLOS, United KingdomPBShop.store UK

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    PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.

  • Language: English

    Published by Archaeopress, GB, 2022

    180327266X / 9781803272665

    • Softcover

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    Paperback. Condition: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.

  • Language: English

    Published by Archaeopress, GB, 2022

    180327266X / 9781803272665

    • Softcover

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    Paperback. Condition: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.

  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail

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    Paperback. Condition: new. Paperback. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage. This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Language: English

    Published by Archaeopress Publishing 2022-06-02, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Chiron Media, Wallingford, United KingdomChiron Media

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

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

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    Condition: New. In English.

  • Language: English

    Published by Archaeopress Publishing, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrelandKennys Bookshop and Art Galleries Ltd.

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    Condition: New. 2022. Paperback. . . . . .

  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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    Condition: Used - As new

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  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: THE SAINT BOOKSTORE, Southport, United KingdomTHE SAINT BOOKSTORE

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    Paperback / softback. Condition: New. New copy - Usually dispatched within 3 working days.

  • Language: English

    Published by Archaeopress Publishing, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    Paperback. Condition: Brand New. bilingual edition. 119 pages. Italian language. 10.75x8.00x0.50 inches. In Stock.

  • Language: English

    Published by Archaeopress Publishing, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore

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    Condition: New. 2022. Paperback. . . . . . Books ship from the US and Ireland.

  • Language: Italian

    Published by Archaeopress Publishing, 2022

    180327266X / 9781803272665

    • Softcover
    • First Edition

    Seller: ISD LLC, Bristol, CT, U.S.A.ISD LLC

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    paperback. Condition: New. 1st.

  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Speedyhen, Hertfordshire, United KingdomSpeedyhen

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  • Language: English

    Published by Archaeopress Jun 2022, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Neuware - Negli ultimi decenni le tecnologie digitali hanno pervaso ogni aspetto della produzione del sapere archeologico, dalla raccolta dei dati alla loro analisi e interpretazione, all'interazione con il pubblico. La sempre maggiore comodita del 3D e delle tecnologie interattive hanno portato ad un proliferare di strumenti digitali (VR, AR, applicazioni mobili), utilizzati per comunicare il passato in modo piu coinvolgente, offrendo al pubblico un'esperienza che si svolge in gran parte al di fuori dei canali tradizionali. Questa pubblicazione raccoglie i contributi di un convegno di due giorni che illustra un progetto digitale sviluppato presso il Parco Archeologico e Tecnologico di Poggibonsi (Siena, Toscana) dove vengono utilizzati la virtual reality e i serious games per valorizzare i contenuti archeologici derivanti dal scavo del sito medievale. Il libro comprende anche alcuni importanti contributi provenienti da altri casi studio italiani e internazionali nel campo delle tecnologie digitali applicate ai beni archeologici.

  • Language: English

    Published by Archaeopress, GB, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Rarewaves USA United, HEBRON, KY, U.S.A.Rarewaves USA United

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    Paperback. Condition: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.

  • Language: English

    Published by Archaeopress, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

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    Paperback. Condition: new. Paperback. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage. This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Language: English

    Published by Archaeopress, GB, 2022

    180327266X / 9781803272665

    • Softcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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    Paperback. Condition: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.