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This book deals with the recording, modelling and visualization of cultural heritage (anthropogenic objects and natural scenes) and related processes. The areas discussed include data acquisition, using a variety of sensors (mainly optical sensors and laser scanners); platforms and mobile systems; data management and Spatial Information Systems; 3D modeling; and reconstruction, visualization and animation; Virtual and Augmented Reality, including innovative software and hardware systems; applications and interdisciplinary projects. A central focus is the development of methods for automated data processing. The aim of the workshop was to survey recent developments, trends, and new approaches...
This book constitutes the constitutes the refereed proceedings of the 10th IFIP WG 6.12 European Conference on Service-Oriented and Cloud Computing , ESOCC 2023, held in Larnaca, Cyprus, during October 24–26, 2023. The 12 full papers and 4 short papers included in this book were carefully reviewed and selected from 40 submissions. They were organized in topical sections as follows: Microservices; Quality of Service; Service Orchestration; Edge Computing; PhD Symposium; and Industry Projects Track.
This book constitutes the refereed proceedings of the 10th International Conference on Computer Vision Systems, ICVS 2015, held in Copenhagen, Denmark, in July 2015. The 48 papers presented were carefully reviewed and selected from 92 submissions. The paper are organized in topical sections on biological and cognitive vision; hardware-implemented and real-time vision systems; high-level vision; learning and adaptation; robot vision; and vision systems applications.
Human Factors and Systems Interaction Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA
This open-access book surveys how digital technology can contribute effectively to improving our understanding of the past, through a sensory engagement based on the evidence of material culture. In particular, it encourages specialists to consider senses and human agency as important factors in studying ancient space, while recognising the role played by digital tools in enhancing a human-centred form of analysis. Significant advances in archaeological computing, digital methods, and sensory approaches have led archaeologists to rethink strategies and methods for creating narratives of the past. Recent progress in data visualisation and implementation, as well as other nascent digital senso...
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...