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This book examines how computer-based programs can be used to acquire ‘big’ digital cultural heritage data, curate, and disseminate it over the Internet and in 3D visualization platforms with the ultimate goal of creating long-lasting “digital heritage repositories.’ The organization of the book reflects the essence of new technologies applied to cultural heritage and archaeology. Each of these stages bring their own challenges and considerations that need to be dealt with. The authors in each section present case studies and overviews of how each of these aspects might be dealt with. While technology is rapidly changing, the principles laid out in these chapters should serve as a gu...
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensio...
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...
L’Associazione Italiana per il Patrimonio Archeologico Industriale (AIPAI), in occasione dei suoi 25 anni, ha promosso i Secondi Stati Generali del Patrimonio Industriale. Per tracciare un bilancio ed elaborare strategie e visioni ha posto le condizioni per l’incontro tra gli addetti ai lavori e il confronto tra i molteplici ambiti operativi, di ricerca e istituzionali coinvolti. Ci si è riuniti a Roma e a Tivoli con la consapevolezza che il primo lascito dell’età industriale siamo noi, la nostra società con i suoi pregi e le sue contraddizioni, le incredibili conquiste degli ultimi secoli. La risposta è stata ampia e tra i numerosi contributi presentati in questo volume, si posson...
The Conquered probes issues of collective memory and cultural trauma in three sorrowful poems composed soon after the conquest of Constantinople and Tenochtitlán. These texts describe the fall of an empire as a fissure in the social fabric and an open wound on the body politic, and articulate, in a familiar language, the trauma of the conquered.
In this important book, Ken Gelder offers a lively and comprehensive account of popular fiction as a distinctive literary and cultural field, tied directly to the logics and practices of entertainment and industry.
This work has been selected by scholars as being culturally important, and is part of the knowledge base of civilization as we know it. This work was reproduced from the original artifact, and remains as true to the original work as possible. Therefore, you will see the original copyright references, library stamps (as most of these works have been housed in our most important libraries around the world), and other notations in the work. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. As a reproduction of a historical artifact, this work may contain missing or blurred pages, poor pictures, errant marks, etc. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
Visions of the City is a dramatic history of utopian urbanism in the twentieth century. It explores radical demands for new spaces and ways of living, and considers their effects on planning, architecture and struggles to shape urban landscapes. The author critically examines influential utopian approaches to urbanism in western Europe associated with such figures as Ebenezer Howard and Le Corbusier, uncovering the political interests, desires and anxieties that lay behind their ideal cities. He also investigates avant-garde perspectives from the time that challenged these conceptions of cities, especially from within surrealism. At the heart of this richly illustrated book is an encounter w...
Yes, there were cataclysms (among them The Flood) in the course of history, but no, there was no evolution. The Earth's crust is relatively young and no more than a few thousand years ago; its poles were free of ice. Published in nine languages, this international best-seller puts the latest discoveries and new evidence against Darwin's 'Theory of Evolution'. The author, who owes his insights and expertise to numerous excavations he participated in, describes recent findings that -- in line with suppressed results of scientific research -- prove what seems unthinkable to us today: Darwin is wrong.
This book collects articles from two different workshops organized in 2009 and 2010, one which aimed to analyse the epistemology of cyber-archaeology in relation to state of the art methods, theory, applications and overviews; the other focusing on collaborative environments, collaborative research, virtual models and simulation studies.