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Playing with the Past: Into the Future

Playing with the Past: Into the Future
Author: Erik Champion
Publisher: Springer Nature
Total Pages: 241
Release: 2023-01-01
Genre: Computers
ISBN: 3031109325

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Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.


VSMM2004

VSMM2004
Author: Hal Thwaites
Publisher:
Total Pages: 1301
Release: 2004-11
Genre:
ISBN: 9784274906343

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Rethinking Virtual Places

Rethinking Virtual Places
Author: Erik M. Champion
Publisher: Indiana University Press
Total Pages: 264
Release: 2021-11-30
Genre: Computers
ISBN: 0253058368

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How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.


Digitally Archiving Cultural Objects

Digitally Archiving Cultural Objects
Author: Katsushi Ikeuchi
Publisher: Springer Science & Business Media
Total Pages: 515
Release: 2008-01-23
Genre: Computers
ISBN: 0387758070

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As our heritage deteriorates through erosion, human error or natural disasters, it has become more important than ever to preserve our past – even if it is in digital form only. This highly relevant work describes thorough research and methods for preserving cultural heritage objects through the use of 3D digital data. These methods were developed via computer vision and computer graphics technologies. They offer a way of passing our heritage down to future generations.


Dance Notations and Robot Motion

Dance Notations and Robot Motion
Author: Jean-Paul Laumond
Publisher: Springer
Total Pages: 433
Release: 2015-11-24
Genre: Technology & Engineering
ISBN: 3319257390

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How and why to write a movement? Who is the writer? Who is the reader? They may be choreographers working with dancers. They may be roboticists programming robots. They may be artists designing cartoons in computer animation. In all such fields the purpose is to express an intention about a dance, a specific motion or an action to perform, in terms of intelligible sequences of elementary movements, as a music score that would be devoted to motion representation. Unfortunately there is no universal language to write a motion. Motion languages live together in a Babel tower populated by biomechanists, dance notators, neuroscientists, computer scientists, choreographers, roboticists. Each community handles its own concepts and speaks its own language. The book accounts for this diversity. Its origin is a unique workshop held at LAAS-CNRS in Toulouse in 2014. Worldwide representatives of various communities met there. Their challenge was to reach a mutual understanding allowing a choreographer to access robotics concepts, or a computer scientist to understand the subtleties of dance notation. The liveliness of this multidisciplinary meeting is reflected by the book thank to the willingness of authors to share their own experiences with others.


Playing with the Past

Playing with the Past
Author: Erik Champion
Publisher: Springer Science & Business Media
Total Pages: 235
Release: 2010-09-28
Genre: Computers
ISBN: 1849965013

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How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.


Structural Analysis of Historic Construction: Preserving Safety and Significance, Two Volume Set

Structural Analysis of Historic Construction: Preserving Safety and Significance, Two Volume Set
Author: Dina D'Ayala
Publisher: CRC Press
Total Pages: 1590
Release: 2008-06-02
Genre: Technology & Engineering
ISBN: 1439828229

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The successful preservation of an historic building, complex or city depends on the continued use and daily care that come with it. The possibility of continued use depends on the adaptation of the building to modern standards and practice of living, requiring changes in constructional or structural features. Conservation engineering is the process


Intelligent Environments

Intelligent Environments
Author: Dorothy Monekosso
Publisher: Springer Science & Business Media
Total Pages: 217
Release: 2008-09-18
Genre: Computers
ISBN: 1848003463

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Relatively new research ?elds such as ambient intelligence, intelligent envir- ments, ubiquitous computing, and wearable devices have emerged in recent years. These ?elds are related by a common theme: making use of novel technologies to enhance user experience by providing user-centric intelligent environments, - moving computers from the desktop and making computing available anywhere and anytime. It must be said that the concept of intelligent environments is not new and beganwithhomeautomation. Thechoiceofnameforthe?eldvariessomewhatfrom continent to continent in the English-speaking world. In general intelligent space is synonymous to intelligent environments or smart spaces of which smart homes is a sub?eld. In this collection, the terms intelligent environments and ambient int- ligence are used interchangeably throughout. Such environments are made possible by permeating living spaces with intelligent technology that enhances quality of life. In particular, advances in technologies such as miniaturized sensors, advances in communication and networking technology including high-bandwidth wireless devices and the reduction in power consumption have made possible the concept of intelligent environments. Environments such as a home, an of?ce, a shopping mall, and a travel port utilize data provided by users to adapt the environment to meet the user’s needs and improve human-machine interactions. The user information is gathered either via wearable devices or by pervasive sensors or a combination of both. Intelligent environments brings together a number of research ?elds from computer science, such as arti?cial intelligence, computer vision, machine learning, and robotics as well as engineering and architecture.


Interactive Technologies and Sociotechnical Systems

Interactive Technologies and Sociotechnical Systems
Author: Hongbin Zha
Publisher: Springer Science & Business Media
Total Pages: 561
Release: 2006-10-02
Genre: Computers
ISBN: 3540463046

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This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006. The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions.