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ویرایش:
نویسندگان: Dylan Seychell (editor). Alexiei Dingli (editor)
سری:
ISBN (شابک) : 3030361063, 9783030361068
ناشر: Springer
سال نشر: 2020
تعداد صفحات: 254
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 10 مگابایت
در صورت تبدیل فایل کتاب Rediscovering Heritage Through Technology: A Collection of Innovative Research Case Studies That Are Reworking The Way We Experience Heritage (Studies in Computational Intelligence, 859) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کشف مجدد میراث از طریق فناوری: مجموعه ای از مطالعات موردی پژوهشی نوآورانه که روشی را که ما میراث را تجربه می کنیم، دوباره کار می کنند (مطالعات در هوش محاسباتی، 859) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
با گسترش فناوری، علم به وسیله ای تبدیل شد که برای خلق و
تفسیر میراث به گونه ای استفاده می شود که دستاوردهای بشری را
دوباره تعریف کند. پیشرفتهای اخیر در فناوری ابزارهای مختلفی را
در اختیار ما قرار میدهد که هدف آن کاوش، تجربه و تعامل با میراث
به روشی کاملاً جدید است که تا چند دهه پیش غیرقابل تصور بود.
ناگهان، میراث برای کسانی که ممکن است قبلا آن را جالب نمی
دانستند، قابل دسترس و هیجان انگیز شده است. این کتاب مجموعهای
از رویکردها را در موضوعات مختلف مانند هوش مصنوعی، گیمیفیکیشن و
واقعیت مجازی و افزوده ارائه میکند و از مثالهای عملی برای نشان
دادن نحوه استفاده از آنها در سناریوهای دنیای واقعی استفاده
میکند. به این ترتیب، طیف گسترده ای از سهامداران را الهام می
بخشد و به آنها کمک می کند تا میراث مشترک ما را از طریق دریچه ای
جدید تجربه کنند.
With the proliferation of technology, science became a
medium used to create and interpret heritage in a way that
redefines human achievements. The recent advances in technology
are providing us with a variety of tools aimed at exploring,
experiencing and interacting with heritage in a completely new
way, which was unimaginable up until a few decades ago.
Suddenly, heritage has become accessible and exciting to those
who might not have previously considered it interesting. This
book presents a selection of approaches in various topics such
as artificial intelligence, gamification, and virtual and
augmented reality, and uses practical examples to show how they
can be deployed in real-world scenarios. As such, it inspires a
wide variety of stakeholders and helps them experience our
common heritage through a new lens.
Preface Contents About the Editors List of Figures List of Tables Artificial Intelligence An Overview of Handwritten Character Recognition Systems for Historical Documents 1 Introduction 2 Handwritten Character Recognition 2.1 Offline Verses Online 2.2 HCR Segmentation Techniques 2.3 Segmentation Free HCR 3 Conclusion References Supporting Autonomous Navigation of Visually Impaired People for Experiencing Cultural Heritage 1 Introduction 2 Navigation Technologies for Blind People 3 The ARIANNA Navigation System 4 Computer Vision Algorithms 4.1 Geometry-Based Path Identification 4.2 Color-Based Path Identification 5 Extending ARIANNA with IMU-Based Tracking 5.1 Activity Recognition 5.2 Heading Estimation 5.3 Position Estimation 6 Experimental Validation 7 Conclusions References A Robotic Humanoid for Information Exploration on Cultural Heritage Domain 1 Introduction 2 Related Works 3 The Humanoid Robot Interaction System 4 Data-driven ``Conceptual\'\' Space Induction 4.1 Mapping New Elements into the ``Conceptual\'\' Space 5 Emotion Detection from Text 6 The Knowledge Base of the Robot 6.1 Ontology by CYC Knowledge Base 6.2 Mapping the Ontology in the Conceptual Space 7 Dialogue Engine and Communicative Skills 7.1 Expressiveness of the Robot 8 Implementation Details 9 Domain Application 10 Conclusions and Future Works References Gamification Using Technology and Gamification as a Means of Enhancing Users\' Experience at Cultural Heritage Sites 1 Introduction 2 Gamification 2.1 Design Framework 2.2 An Intrinsically Motivating Visitor Experience 3 Technology and Gamification 3.1 Mixed Reality 3.2 Mobile Computing 3.3 Artificial Intelligence 4 Conclusion References Win the City Game 1 Introduction 2 Literature Review 2.1 Origin of Serious Games 2.2 Serious Games and Edutainment Applications 2.3 Categories of Serious Games 3 Similar Games 4 Methodology 4.1 Win the City Planning Situation 4.2 Elements of the Game 4.3 Digital Model of the Game 4.4 Future Considerations on the Digital Model of the game 5 Experiments and Testing 6 Results of the Evaluation 7 Conclusions and Further Work References Reversing Heritage Destruction Through Digital Technology: The Rekrei Project 1 Introduction 2 Literature Review 2.1 Disintermediation 2.2 Decoupling 2.3 Value Co-creation and SD-L 3 Research Methodology 3.1 Use Case 3.2 Case Analysis 3.3 Decoupling for Legitimacy 3.4 Turning Heritage Consumers into Heritage Producers: A Co-creation-Based Perspective 4 Discussion 5 Conclusion References Game-Based Learning Research at the Danube University Krems\' Center for Applied Game Studies 1 Overview 2 Background: Didactic Scenarios of Digital Game-Based Learning (2007–2010) 3 The Game-Based Learning Toolkit (2013/14) 3.1 The Analysis Tool 3.2 The Application Tool 3.3 The Online Platform 4 The First Application: Game-Based Learning to Alleviate Early School Leaving in Malta (EU) 5 Outlook References Virtual Reality A Case Study into the User Experience of an Application of Virtual Reality at the Saint Paul\'s Catacombs, Malta 1 Introduction 2 Identification of Problem 3 Motivation 4 Literature Review 4.1 How Virtual Reality Is Currently Used in Cultural Heritage 4.2 Alternatives to Using 3D Models of Heritage Sites with Cultural Heritage 4.3 Use of Virtual Reality with Sites that Are Very Difficult to Visit Physically 5 Methodology of Creation of Artefact 5.1 PC Hardware Specifications Used 5.2 A FPS VR Experience Implementation 5.3 Drone VR Experience Implementation 6 Evaluation 6.1 Evaluation of the User Experience of a Visit to St. Paul\'s Catacombs Excluding VR Exploration 6.2 Evaluation of the User Experience of a Visit to St. Paul\'s Catacombs Including VR Exploration 6.3 Improved Flow of Experience 6.4 Preliminary User Feedback of Experience 7 Conclusion and Future Work References Techniques of Filming and Audio Recording in 360-Degree Ambiences 1 Introduction 2 Background 3 Language, Techniques and Hardware 3.1 Virtual Reality 3.2 360-Degree Video 3.3 Degrees of Freedom 3.4 A 360 Project 3.5 The Setting and the Story 3.6 How Are the Characters to Interact with the Environment? 3.7 Environments in 360 Storytelling 3.8 Space Is Dynamic 3.9 Characters and Environments in 360 Film 3.10 Lighting a 360 Film Setup 4 Conclusion References Augmented Reality The Effectiveness of an Augmented Reality Guiding System in an Art Museum 1 Introduction 2 The State of the Art 2.1 Comparing Guiding Models 2.2 Touchscreen Interface and Augmented Reality 2.3 Markerless System 2.4 Visual Retention and Augmented Reality 2.5 Limiting Effects of Augmented Reality Systems in a Museum Context 2.6 Design Considerations 3 Malta Fine Arts Museum: Case Study 3.1 Concept and Design of the AR System 3.2 Implementation 3.3 Evaluation 3.4 Results 3.5 Further Suggestions 4 Discussion and Conclusion References Augmented Reality in Cultural Heritage: Designing for Mobile AR User Experiences 1 Introduction 2 Augmented Reality 2.1 AR Categories 2.2 Mobile Augmented Reality Applications 3 The Case for Museums and Heritage Sites 4 Situated Simulations–Case Examples 5 SitCity—A Proposal Framework 5.1 Design Approach: Theory Versus Practice 5.2 Testing and Evaluation 6 Conclusion References Glossary Index