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Augmented Reality, Virtual Reality, and Computer Graphics

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Cover of 'Augmented Reality, Virtual Reality, and Computer Graphics'

Table of Contents

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    Book Overview
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    Chapter 1 A Novel Tabletop and Tablet-Based Display System to Support Learner-Centric Ophthalmic Anatomy Education
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    Chapter 2 Using a Short Video Animation to Assist with the Diagnosis of Sleep Disorders in Young Children
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    Chapter 3 Configurable Software Framework for 2D/3D Video See-Through Displays in Medical Applications
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    Chapter 4 Application of a New Wearable Augmented Reality Video See-Through Display to Aid Percutaneous Procedures in Spine Surgery
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    Chapter 5 Challenges in the Effectiveness of Image Tagging Using Consumer-Grade Brain-Computer Interfaces
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    Chapter 6 Development of a Virtual Simulator for Microanastomosis: New Opportunities and Challenges
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    Chapter 7 Improving Endovascular Intraoperative Navigation with Real-Time Skeleton-Based Deformation of Virtual Vascular Structures
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    Chapter 8 A Wearable Augmented Reality Platform for Telemedicine
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    Chapter 9 eBSim: Development of a Low-Cost Obstetric Simulator
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    Chapter 10 Interactive Painting and Lighting in Dynamic Multi-Projection Mapping
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    Chapter 11 Briviesca in the 15th c.: A Virtual Reality Environment for Teaching Purposes
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    Chapter 12 VR for Cultural Heritage
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    Chapter 13 A Virtual Experience Across the Buried History
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    Chapter 14 Cyberarchaeology: Improved Way Findings for Archaeological Parks Through Mobile Augmented Reality
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    Chapter 15 Augmenting Smart Objects for Cultural Heritage: A Usability Experiment
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    Chapter 16 Santo Stefano in Soleto (Lecce, Italy): The Presentation of Heterogeneous Data Using Hybrid Platform
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    Chapter 17 Automatic Analysis of Eye-Tracking Data for Augmented Reality Applications: A Prospective Outlook
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    Chapter 18 Immersive Learning Environment for Visual Arts
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    Chapter 19 Development of a HMD for Virtual Acoustics. Application in a World Heritage (UNESCO) Building from the Valencian Civil Gothic
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    Chapter 20 Enabling Touchless Interfaces for Mobile Platform: State of the Art and Future Trends
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    Chapter 21 3D Reconstruction as a Service – Applications in Virtual Cultural Heritage
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    Chapter 22 Digital Reconstruction of Darul Aman Palace Based on Images and Implementation into Virtual Reality Environment
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    Chapter 23 An Augmented Reality Guide for Religious Museum
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    Chapter 24 Developing Touch-Less Interfaces to Interact with 3D Contents in Public Exhibitions
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    Chapter 25 A User Study on Touch Interaction for User-Perspective Rendering in Hand-Held Video See-Through Augmented Reality
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    Chapter 26 An Investigation of Leap Motion Based 3D Manipulation Techniques for Use in Egocentric Viewpoint
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    Chapter 27 PaSt: Human Tracking and Gestures Recognition for Flexible Virtual Environments Management
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    Chapter 28 Natural Interaction with 3D Content on Mobile AR Systems Using Gesture Recognition
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    Chapter 29 Development of Innovative HMI Strategies for Eye Controlled Wheelchairs in Virtual Reality
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    Chapter 30 An Immersive VR Experience to Learn the Craft of Printmaking
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    Chapter 31 Time-Based Nonlinear Interactive Player
Attention for Chapter 12: VR for Cultural Heritage
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Chapter title
VR for Cultural Heritage
Chapter number 12
Book title
Augmented Reality, Virtual Reality, and Computer Graphics
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-40651-0_12
Book ISBNs
978-3-31-940650-3, 978-3-31-940651-0
Authors

Francesco Fassi, Alessandro Mandelli, Simone Teruggi, Fabrizio Rechichi, Fausta Fiorillo, Cristiana Achille, Fassi, Francesco, Mandelli, Alessandro, Teruggi, Simone, Rechichi, Fabrizio, Fiorillo, Fausta, Achille, Cristiana

Editors

Lucio Tommaso De Paolis, Antonio Mongelli

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 66 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 66 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 12 18%
Researcher 11 17%
Student > Master 9 14%
Student > Doctoral Student 6 9%
Lecturer > Senior Lecturer 2 3%
Other 8 12%
Unknown 18 27%
Readers by discipline Count As %
Engineering 17 26%
Design 8 12%
Arts and Humanities 7 11%
Social Sciences 4 6%
Medicine and Dentistry 2 3%
Other 7 11%
Unknown 21 32%