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PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.
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PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Seller: Rarewaves.com USA, London, LONDO, United Kingdom
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.
Seller: Rarewaves USA, OSWEGO, IL, U.S.A.
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.
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
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.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Language: English
Published by Archaeopress Publishing 2022-06-02, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
Seller: Chiron Media, Wallingford, United Kingdom
Paperback. Condition: New.
Condition: New. In English.
Language: English
Published by Archaeopress Publishing, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
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Condition: New. 2022. Paperback. . . . . .
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Paperback / softback. Condition: New. New copy - Usually dispatched within 3 working days.
Language: English
Published by Archaeopress Publishing, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. bilingual edition. 119 pages. Italian language. 10.75x8.00x0.50 inches. In Stock.
Language: English
Published by Archaeopress Publishing, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
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Condition: New. 2022. Paperback. . . . . . Books ship from the US and Ireland.
Language: Italian
Published by Archaeopress Publishing, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
Seller: ISD LLC, Bristol, CT, U.S.A.
First Edition
paperback. Condition: New. 1st.
Condition: NEW.
Seller: Rarewaves USA United, OSWEGO, IL, U.S.A.
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: Italian
Published by Edizioni All'Insegna del Giglio in Firenze, 2019
ISBN 10: 8878149373 ISBN 13: 9788878149373
Seller: Libro Co. Italia Srl, San Casciano Val di Pesa, FI, Italy
Brossura. Condition: new. Sesto Fiorentino, 2019; br., pp. 138, ill. b/n e col., cm 21x29.(Biblioteca Dip. arch. e Storia Arti. Un. SI. 21). Il presente libro racconta, attraverso diversi approcci, l'evoluzione delle economie di mercato e di sussistenza della provincia di Siena, concentrando l'attenzione in particolare nel corso del I millennio dopo Cristo, ma che prosegue per alcuni aspetti anche al basso medioevo e all'età moderna. Lo studio è basato sui sistemi insediativi, dall'età romana all'alto medioevo, che hanno interessato il territorio provinciale, con particolare riferimento all'applicazione del cosiddetto Modello Toscano; sul ruolo delle arterie stradali terrestri e delle idrovie e sulla loro evoluzione nella suddetta cronologia; sui sistemi commerciali e produttivi della ceramica, adottando una analisi dei networks; sui modi, le pratiche e le tecniche agricole altomedievali nella val di Merse; sullo sfruttamento del suolo in alcuni contesti campione dall'entroterra alla costa; sul flusso di greggi e di uomini dagli appennini alle aree pianeggianti e climaticamente miti della provincia di Grosseto. L'approccio multi scalare basato su fonti diversificate ha come obiettivo la costruzione di un modello di economie integrate su un territorio caratterizzato da dinamiche complesse. Libro.
Language: English
Published by Archaeopress Jun 2022, 2022
ISBN 10: 180327266X ISBN 13: 9781803272665
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. Neuware - 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 si.
Seller: AussieBookSeller, Truganina, VIC, Australia
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.
Seller: Rarewaves.com UK, London, United Kingdom
Paperback. Condition: New. 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: Multiple languages
Published by All'Insegna del Giglio, 2025
ISBN 10: 8892853082 ISBN 13: 9788892853089
Seller: libreriauniversitaria.it, Occhiobello, RO, Italy
Condition: NEW.
Language: Multiple languages
Published by Edizioni All'Insegna del Giglio in Firenze, 2025
ISBN 10: 8892853082 ISBN 13: 9788892853089
Seller: Libro Co. Italia Srl, San Casciano Val di Pesa, FI, Italy
Brossura. Condition: new. A cura di Bertoldi S. e Luppino L.Testo Italiano e Inglese.Sesto Fiorentino, 2025; br., pp. 352, ill., cm 17x24. Libro.
Language: Italian
Published by All'Insegna del Giglio, Sesto Fiorentino, 2020
ISBN 10: 8878149373 ISBN 13: 9788878149373
Seller: Libreria già Nardecchia s.r.l., Rome, RM, Italy
Condition: NEW. Sesto Fiorentino: All'Insegna del Giglio, 2020 9788878149373 Biblioteca del Dipartimento di archeologia e storia delle arti. Sezione archeologia Università di Siena 21 805 138 p. : ill. col. b/n, indice ; 29 cm. Il presente libro racconta, attraverso diversi approcci, l'evoluzione delle economie di mercato e di sussistenza della Provincia di Siena, concentrando l'attenzione in particolare nel corso del I millennio dopo Cristo, ma che prosegue per alcuni aspetti anche al Basso Medioevo e all'Età Moderna. Lo studio è basato sui sistemi insediativi, dall'Età Romana all'Alto Medioevo, che hanno interessato il territorio provinciale, con particolare riferimento all'applicazione del cosiddetto Modello Toscano; sul ruolo delle arterie stradali terrestri e delle idrovie e sulla loro evoluzione nella suddetta cronologia; sui sistemi commerciali e produttivi della ceramica, adottando una analisi dei networks; sui modi, le pratiche e le tecniche agricole altomedievali nella val di Merse; sullo sfruttamento del suolo in alcuni contesti campione dall'entroterra alla costa; sul flusso di greggi e di uomini dagli appennini alle aree pianeggianti e climaticamente miti della provincia di Grosseto. L'approccio multi scalare basato su fonti diversificate è il collante del presente studio, che ha come obiettivo la costruzione di un modello di economie integrate su un territorio, come la Provincia di Siena, caratterizzato da dinamiche complesse ma dotato di un "alto tasso di Ricerca Archeologica".
Condition: New. Print on Demand.