Vr Integrated Heritage Recreation
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VR Integrated Heritage Recreation
Author | : Abhishek Kumar |
Publsiher | : Apress |
Total Pages | : 0 |
Release | : 2020-07-26 |
Genre | : Computers |
ISBN | : 1484260767 |
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Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create. You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines, you can digitally recreate historical settings for games. What You Will Learn Create high-quality, optimized models suitable for any 3D game engine Master the techniques of texturing assets using Substance Painter and Quixel Megascans Keep assets historically accurate Integrate assets with the game engine Create visualizations with Unreal Engine 4 Who Is This Book For Game developers with some experience who are eager to get into VR-based games
Mixed Reality and Gamification for Cultural Heritage
Author | : Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis |
Publsiher | : Springer |
Total Pages | : 594 |
Release | : 2017-04-26 |
Genre | : Computers |
ISBN | : 9783319496078 |
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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.
Virtual Heritage
Author | : Erik Malcolm Champion |
Publsiher | : Ubiquity Press |
Total Pages | : 153 |
Release | : 2021-07-22 |
Genre | : Social Science |
ISBN | : 9781914481017 |
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Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Visual Heritage Digital Approaches in Heritage Science
Author | : Eugene Ch'ng,Henry Chapman,Vincent Gaffney,Andrew S. Wilson |
Publsiher | : Springer Nature |
Total Pages | : 545 |
Release | : 2022-04-05 |
Genre | : Computers |
ISBN | : 9783030770280 |
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How we understand our shared and individual heritage, interpret and disseminate that knowledge is increasingly central to contemporary society. The emerging context for such development is the field of heritage science. Inherently interdisciplinary, and involving both the Arts and Humanities, engineering, conservation and the digital sciences, the development of heritage science is a driver for change; socially, economically and technically. This book has gathered contributions from leading researchers from across the world and provides a series of themed contributions demonstrating the theoretical, ethical, methodological and technical methods which lie at the heart of heritage science. Archaeology, conservation, museology, the arts, forensic sciences, and heritage management are represented through collaborative research with specialists in applied technologies including object and terrestrial laser scanning, multi-spectral imaging, visualisation, GIS and 3D-printing. Together, the chapters present important case studies to demonstrate the recent advances and best practise within the discipline, highlighting the value of digital transformation across the heritage community that includes objects, monuments, sites and landscapes spanning two million years of natural and cultural history from all over the world. Visual Heritage: Digital Approaches in Heritage Science is aimed at a broad academic and practice-led readership, which extends across many disciplines and will be of considerable value to scholars, practitioners, and students working within heritage and computer science at all levels. The content, which applies heritage science across two million years of cultural history will be appreciated by a general audience, as well as those wishing simply to explore the vast range of potential technical applications across all the disciplines represented in the book.
Augmented and Virtual Reality in Social Learning
Author | : Rajendra Kumar,Vishal Jain,Ahmed A. Elngar,Ahed Al-Haraizah |
Publsiher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 341 |
Release | : 2023-11-06 |
Genre | : Computers |
ISBN | : 9783110981490 |
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This book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.
Visual Computing for Cultural Heritage
Author | : Fotis Liarokapis,Athanasios Voulodimos,Nikolaos Doulamis,Anastasios Doulamis |
Publsiher | : Springer Nature |
Total Pages | : 444 |
Release | : 2020-04-07 |
Genre | : Computers |
ISBN | : 9783030371913 |
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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.
Handbook of Research on Digital Communications Internet of Things and the Future of Cultural Tourism
Author | : Lídia Oliveira |
Publsiher | : Unknown |
Total Pages | : 135 |
Release | : 2021-10 |
Genre | : Digital communications |
ISBN | : 1799885283 |
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"This book is aimed at researchers who want to improve their understanding of the strategic role of new digital technologies in the field of cultural tourism, offering innovative research results within the scope of the interdisciplinary cross between Digital Communications, Internet of Things, and Cultural Tourism"--
Digital Transformation in the Cultural Heritage Sector
Author | : Tiziana Russo Spena,Francesco Bifulco |
Publsiher | : Springer Nature |
Total Pages | : 226 |
Release | : 2021-03-25 |
Genre | : Business & Economics |
ISBN | : 9783030633769 |
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This book devises an alternative conceptual framework to understand digital transformation in the cultural heritage sector. It achieves this by placing a high importance on the role of technology in the strategic process of modeling and developing cultural services in the digital era. The focus is on how marketing activities and customer processes are being transformed by digital technologies to create better value, which can also be communicated to customers through an engaged and personalized approach. Much of the digital debate in cultural heritage is still in infancy. Some existing studies are anecdotal and often developed within the domain of established research streams, including studies with some technological aspects addressed partially and from an episodic or periodic perspective. Moreover, the critical changes that have emerged in the cultural management landscape are yet to be highlighted. This book fills that gap and provides a perspective on the cultural heritage sector, which uses the new social and technology landscape to describe the digital transformation in cultural heritage sectors. The authors highlight an inclusive perspective that addresses marketing strategy in the digital era as a proactive, technology-enabled process by which firms collaborate with customers to jointly create, communicate, deliver, and sustain experience and value co-creation.