Mixed Reality and Gamification for Cultural Heritage
. Ed(S): Ioannides, Marinos; Magnenat-Thalmann, Nadia
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 ... Read more
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.
Show LessProduct Details
About . Ed(S): Ioannides, Marinos; Magnenat-Thalmann, Nadia
Reviews for Mixed Reality and Gamification for Cultural Heritage