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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 EU
Marie S. Curie Fellowship Initial Training Network on Digital
Cultural Heritage (ITN-DCH): Section I describes recent advances in
mixed reality enabling technologies, while section II presents the
latest findings on interaction with 3D tangible and intangible
digital cultural heritage. The sections include selected
contributions from some of the most respected scholars, researchers
and professionals in the fields of VR/AR, gamification, and digital
heritage. 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.
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Advances in Computer Graphics - 39th Computer Graphics International Conference, CGI 2022, Virtual Event, September 12-16, 2022, Proceedings (Paperback, 1st ed. 2022)
Nadia Magnenat-Thalmann, Jian Zhang, Jinman Kim, George Papagiannakis, Bin Sheng, …
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R2,776
Discovery Miles 27 760
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 39th Computer
Graphics International Conference on Advances in Computer Graphics,
CGI 2022, held Virtually, during September 12-16, 2022. The 45 full
papers included in this book were carefully reviewed and selected
from 139 submissions. They were organized in topical sections as
follows: image analysis & processing; graphs & networks;
estimation & feature matching; 3d reconstruction; rendering
& animation; detection & recognition; colors, paintings
& layout; synthesis & generation; ar & user interfaces;
medical imaging; segmentation; object detection; image attention
& perception; and modeling & simulation.
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Advances in Computer Graphics - 38th Computer Graphics International Conference, CGI 2021, Virtual Event, September 6-10, 2021, Proceedings (Paperback, 1st ed. 2021)
Nadia Magnenat-Thalmann, Victoria Interrante, Daniel Thalmann, George Papagiannakis, Bin Sheng, …
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R3,352
Discovery Miles 33 520
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 38th Computer
Graphics International Conference, CGI 2021, held virtually in
September 2021.The 44 full papers presented together with 9 short
papers were carefully reviewed and selected from 131 submissions.
The papers are organized in the following topics: computer
animation; computer vision; geometric computing; human poses and
gestures; image processing; medical imaging; physics-based
simulation; rendering and textures; robotics and vision; visual
analytics; VR/AR; and engage.
This book constitutes the proceedings of the Workshop Empowering
Novel Geometric Algebra for Graphics and Engineering, ENGAGE 2022,
held in conjunction with Computer Graphics International
conference, CGI 2022, which took place virtually, in September
2022. The 10 full papers included in this volume were carefully
reviewed and selected from 12 submissions. The workshop focused
specifically on important aspects of geometric algebra including
algebraic foundations, digitized transformations, orientation,
conic fitting, protein modelling, digital twinning, and
multidimensional signal processing.
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Advances in Computer Graphics - 37th Computer Graphics International Conference, CGI 2020, Geneva, Switzerland, October 20-23, 2020, Proceedings (Paperback, 1st ed. 2020)
Nadia Magnenat-Thalmann, Constantine Stephanidis, Enhua Wu, Daniel Thalmann, Bin Sheng, …
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R3,298
Discovery Miles 32 980
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 37th Computer
Graphics International Conference, CGI 2020, held in Geneva,
Switzerland, in October 2020. The conference was held virtually.
The 43 full papers presented together with 3 short papers were
carefully reviewed and selected from 189 submissions. The papers
address topics such as: virtual reality; rendering and textures;
augmented and mixed reality; video processing; image processing;
fluid simulation and control; meshes and topology; visual
simulation and aesthetics; human computer interaction; computer
animation; geometric computing; robotics and vision; scientific
visualization; and machine learning for graphics.
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 EU
Marie S. Curie Fellowship Initial Training Network on Digital
Cultural Heritage (ITN-DCH): Section I describes recent advances in
mixed reality enabling technologies, while section II presents the
latest findings on interaction with 3D tangible and intangible
digital cultural heritage. The sections include selected
contributions from some of the most respected scholars, researchers
and professionals in the fields of VR/AR, gamification, and digital
heritage. 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.
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