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The book consists of peer-reviewed papers from the 9th symposium on Location Based Services (LBS) which is targeted to researchers, industry/market operators and students of different backgrounds (scientific, engineering and humanistic). As the research field is developing and changing fast, this book follows up on current trends and gives suggestions and guidance to further research. This book offers a common ground bringing together various disciplines and practice, knowledge, experiences, plans and ideas on how LBS can and could be improved and on how it will influence both science and society. The book comprises front-end publications organized into sections on: spatial-temporal data acquisition, processing & analysis; positioning / indoor positioning; way-finding / navigation (indoor / outdoor) & smart mobile phone navigation; interactions, user studies and evaluations; innovative LBS systems & applications.
This book explores the digitization of culture as a means of experiencing and understanding cultural heritage in Namibia and from international perspectives. It provides various views and perspectives on the digitization of culture, the goal being to stimulate further research, and to rapidly disseminate related discoveries. Aspects covered here include: virtual and augmented reality, audio and video technology, art, multimedia and digital media integration, cross-media technologies, modeling, visualization and interaction as a means of experiencing and grasping cultural heritage. Over the past few decades, digitization has profoundly changed our cultural experience, not only in terms of dig...
Difficult Heritage and Immersive Experiences examines the benefits involved in designing and employing immersive technologies to reconstruct difficult pasts at heritage sites around the world. Presenting interdisciplinary case studies of heritage sites and museums from across a range of different contexts, the volume analyzes the ways in which various types of immersive technologies can help visitors to contextualize and negotiate difficult or sensitive heritage and traumatic pasts. Demonstrating that some of the most creative applications of immersive experiences appear in and at museums and heritage sites, the book showcases how immersive technologies offer the possibility of confronting a...
Music is a central component of video games. This book provides methods and concepts for understanding how game music works.
A media history of simulation that contextualizes our digital heritage and the history of computing. In Computing Legacies, Peter Krapp explores a media history of simulation to excavate three salient aspects of digital culture. Firstly, he profiles simulation as cultural technique, enabling symbolic work and foregrounding hypothetical literacy. Secondly, he positions simulation as crucial for the preservation of cultural memory, where modeling, emulation, and serious play are constitutive in how we relate to our mediated history. And lastly, despite suggestions that we may already live in a simulation, he interrogates how simulation can serve as critique of the computer age. In tracing our ...