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Hardcover. Condizione: As New. No Jacket. Pages are clean and are not marred by notes or folds of any kind. ~ ThriftBooks: Read More, Spend Less.
Da: Revaluation Books, Exeter, Regno Unito
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Aggiungi al carrelloPaperback. Condizione: Brand New. 2013 edition. 309 pages. 9.25x6.10x0.71 inches. In Stock.
Lingua: Inglese
Editore: Springer Berlin Heidelberg, 2013
ISBN 10: 3642370411 ISBN 13: 9783642370410
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 53,49
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Aggiungi al carrelloTaschenbuch. Condizione: 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.
EUR 50,25
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Aggiungi al carrelloTaschenbuch. Condizione: 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.
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Aggiungi al carrelloCondizione: 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.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 165,25
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 171,28
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Da: Ria Christie Collections, Uxbridge, Regno Unito
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 170,92
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Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 194,25
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
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Da: preigu, Osnabrück, Germania
EUR 168,50
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Aggiungi al carrelloTaschenbuch. Condizione: 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.
Lingua: Inglese
Editore: Springer International Publishing AG, Cham, 2025
ISBN 10: 3031610172 ISBN 13: 9783031610172
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condizione: 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.
Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland Apr 2021, 2021
ISBN 10: 303037193X ISBN 13: 9783030371937
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 192,59
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 456 pp. Englisch.
Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland Apr 2020, 2020
ISBN 10: 3030371905 ISBN 13: 9783030371906
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 192,59
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Aggiungi al carrelloBuch. Condizione: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 456 pp. Englisch.
Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland, 2021
ISBN 10: 303037193X ISBN 13: 9783030371937
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 192,59
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Aggiungi al carrelloTaschenbuch. Condizione: 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.
Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland, 2020
ISBN 10: 3030371905 ISBN 13: 9783030371906
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 192,59
Quantità: 1 disponibili
Aggiungi al carrelloBuch. Condizione: 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.
Lingua: Inglese
Editore: Springer Nature Switzerland, Springer Nature Switzerland, 2025
ISBN 10: 3031610172 ISBN 13: 9783031610172
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 213,99
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Aggiungi al carrelloBuch. Condizione: 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.
Lingua: Inglese
Editore: Springer-Nature New York Inc, 2021
ISBN 10: 303037193X ISBN 13: 9783030371937
Da: Revaluation Books, Exeter, Regno Unito
EUR 275,68
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Aggiungi al carrelloPaperback. Condizione: Brand New. 456 pages. 9.25x6.10x1.08 inches. In Stock.
Lingua: Inglese
Editore: Springer-Nature New York Inc, 2020
ISBN 10: 3030371905 ISBN 13: 9783030371906
Da: Revaluation Books, Exeter, Regno Unito
EUR 277,73
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Aggiungi al carrelloHardcover. Condizione: Brand New. 453 pages. 9.25x6.10x9.21 inches. In Stock.
Da: Mispah books, Redhill, SURRE, Regno Unito
EUR 264,15
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Aggiungi al carrelloHardcover. Condizione: New. New. book.
Da: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 46,22
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Aggiungi al carrelloCondizione: new. Questo è un articolo print on demand.
Lingua: Inglese
Editore: Springer Berlin Heidelberg Mrz 2013, 2013
ISBN 10: 3642370411 ISBN 13: 9783642370410
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 53,49
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 312 pp. Englisch.
Lingua: Inglese
Editore: Springer Berlin Heidelberg, 2013
ISBN 10: 3642370411 ISBN 13: 9783642370410
Da: moluna, Greven, Germania
EUR 48,37
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Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Gives a forum for stimulating and innovative research ideas in edutainment Features outstanding contributions from the VS-Games 2011 conference as well as other selected papers Contains detailed papers on up-to-date research in serious games and virtual wor.
Lingua: Inglese
Editore: Springer Berlin Heidelberg, Springer Berlin Heidelberg Mär 2013, 2013
ISBN 10: 3642370411 ISBN 13: 9783642370410
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 53,49
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 312 pp. Englisch.