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2 produkter
2 produkter
2 185 kr
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The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling. This volume, is structured around 4 sections, focusing on different types of technologies and applications in Cultural Heritage, namely: Cutting-Edge Applications of Extended Reality in Cultural Heritage Preservation, Cultural Heritage Preservation and Exploration through Emerging Digital Technologies, Interactive and Immersive Experiences for Storytelling in Cultural Heritage and Innovative Approaches to Interactive Cultural Heritage Visualization.Interactive Media for Cultural Heritage consists of theoretical discussions and presents a range of case studies from diverse geographical locations allowing for an international focus of the book. It is addressed to academics, scholars, researchers, and students working on interactive media in cultural heritage and provides an interdisciplinary approach to enable cross-fertilization and collaboration among those research communities.
Motion in Games
Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings
Häftad, Engelska, 2010
552 kr
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This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010.The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.