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eCulture : cultural content in the digital age
Overview of attention for book
Table of Contents
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Book Overview
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Chapter 1
Digital Content
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Chapter 2
e-Society and the Social Divide
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Chapter 3
Quality Content
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Chapter 4
Digital Content and Creativity
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Chapter 5
Cultural Content
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Chapter 6
Digital Communication: the Role of Context
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Chapter 7
Cultural Diversity and Cultural Models
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Chapter 8
Content, Communication and Tools
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Chapter 9
Native Digital Content
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Chapter 10
Datasets and Formats
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Chapter 11
Data Visualisation and Display Technologies
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Chapter 12
Interaction Design
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Chapter 13
Computer Games, Edutainment and Theme Parks
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Chapter 14
Customer Relationship Management
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Chapter 15
Smart Labels, Smart Tags and RFID
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Chapter 16
Standards and Protocols for Interoperability
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Chapter 17
Data Tags and the Semantic Web
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Chapter 18
Ambient Intelligence
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Chapter 19
Long-Term Preservation of Digital Archives
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Chapter 20
The Future: the Weave of the Digital Fabric
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Chapter 21
Content, Communication and Tools
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Chapter 22
Exploitation, Applications and Services
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Chapter 23
Prioritisation in Digitalisation
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Chapter 24
Cataloguing Standards and Archiving Tools
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Chapter 25
Virtual Museum Networks
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Chapter 26
Unique Object ID
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Chapter 27
Different Channels and Platforms
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Chapter 28
Intellectual Property Rights
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Chapter 29
Technology and Privacy
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Chapter 30
Usability, Accessibility and Platforms
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Chapter 31
Content Repackaging
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Chapter 32
Experiencing Cultural Content
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Chapter 33
Cultural Tourism
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Chapter 34
Games and Edutainment Applications
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Chapter 35
Hands-On and Interactive Museums
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Chapter 36
Educational Market
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Chapter 37
Culture Counts: the Economic Dimension
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Chapter 38
Quality
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Chapter 39
Conclusions and Future Trends
Overall attention for this book and its chapters
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Mentioned by
blogs
1
blog
syllabi
1
institution with syllabi
wikipedia
2
Wikipedia pages
Citations
dimensions_citation
106
Dimensions
Readers on
mendeley
107
Mendeley
Book overview
1. Digital Content
2. e-Society and the Social Divide
3. Quality Content
4. Digital Content and Creativity
5. Cultural Content
6. Digital Communication: the Role of Context
7. Cultural Diversity and Cultural Models
8. Content, Communication and Tools
9. Native Digital Content
10. Datasets and Formats
11. Data Visualisation and Display Technologies
12. Interaction Design
13. Computer Games, Edutainment and Theme Parks
14. Customer Relationship Management
15. Smart Labels, Smart Tags and RFID
16. Standards and Protocols for Interoperability
17. Data Tags and the Semantic Web
18. Ambient Intelligence
19. Long-Term Preservation of Digital Archives
20. The Future: the Weave of the Digital Fabric
21. Content, Communication and Tools
22. Exploitation, Applications and Services
23. Prioritisation in Digitalisation
24. Cataloguing Standards and Archiving Tools
25. Virtual Museum Networks
26. Unique Object ID
27. Different Channels and Platforms
28. Intellectual Property Rights
29. Technology and Privacy
30. Usability, Accessibility and Platforms
31. Content Repackaging
32. Experiencing Cultural Content
33. Cultural Tourism
34. Games and Edutainment Applications
35. Hands-On and Interactive Museums
36. Educational Market
37. Culture Counts: the Economic Dimension
38. Quality
39. Conclusions and Future Trends
Summary
Blogs
Syllabi
Wikipedia
Dimensions citations
This data is correct as of December 2015 - for more up to date information, please visit
https://opensyllabus.org/
So far, Altmetric has seen this research output assigned in
1
syllabus from an institution on Open Syllabus Project.
Institution
Syllabi count
Course subject areas covered
The Robert Gordon University
1
Unknown