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Mixed Reality and Gamification for Cultural Heritage

Overview of attention for book
Cover of 'Mixed Reality and Gamification for Cultural Heritage'

Table of Contents

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    Book Overview
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    Chapter 1 Digital Heritage and Virtual Archaeology: An Approach Through the Framework of International Recommendations
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    Chapter 2 Data Acquisition for the Geometric Documentation of Cultural Heritage
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    Chapter 3 Autonomous Mapping of the Priscilla Catacombs
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    Chapter 4 Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges
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    Chapter 5 Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development
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    Chapter 6 3D Digital Libraries and Their Contribution in the Documentation of the Past
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    Chapter 7 Enriching and Publishing Cultural Heritage as Linked Open Data
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    Chapter 8 Digital Memory and Integrated Data Capturing: Innovations for an Inclusive Cultural Heritage in Europe Through 3D Semantic Modelling
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    Chapter 9 Five-Dimensional (5D) Modelling of the Holy Aedicule of the Church of the Holy Sepulchre Through an Innovative and Interdisciplinary Approach
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    Chapter 10 Historic BIM for Mobile VR/AR Applications
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    Chapter 11 Data Collection for Estimation of Resilience of Cultural Heritage Assets
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    Chapter 12 Virtual Reconstruction of Historical Architecture as Media for Knowledge Representation
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    Chapter 13 Gamified AR/VR Character Rendering and Animation-Enabling Technologies
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    Chapter 14 Experiencing the Multisensory Past
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    Chapter 15 Multimodal Serious Games Technologies for Cultural Heritage
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    Chapter 16 Modelling Life Through Time: Cultural Heritage Case Studies
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    Chapter 17 Preservation and Gamification of Traditional Sports
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    Chapter 18 Deployment of Robotic Guides in Museum Contexts
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    Chapter 19 Digital Cultural Heritage Experience in Ambient Intelligence
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    Chapter 20 Storytelling and Digital Epigraphy-Based Narratives in Linked Open Data
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    Chapter 21 AM-Based Evaluation, Reconstruction, and Improvement of Cultural Heritage Artifacts
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    Chapter 22 The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-Learning and Virtual Museums
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    Chapter 23 Modelling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage
Overall attention for this book and its chapters
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Mentioned by

17 tweeters
4 Facebook pages


53 Dimensions

Readers on

280 Mendeley
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Mixed Reality and Gamification for Cultural Heritage
Published by
Springer International Publishing, January 2017
DOI 10.1007/978-3-319-49607-8
978-3-31-949607-8, 978-3-31-949606-1

Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis

Twitter Demographics

The data shown below were collected from the profiles of 17 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 280 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Colombia 1 <1%
Unknown 279 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 54 19%
Student > Ph. D. Student 53 19%
Researcher 32 11%
Student > Bachelor 24 9%
Lecturer 17 6%
Other 43 15%
Unknown 57 20%
Readers by discipline Count As %
Arts and Humanities 55 20%
Computer Science 42 15%
Engineering 34 12%
Social Sciences 25 9%
Design 23 8%
Other 33 12%
Unknown 68 24%