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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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16 X users
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4 Facebook pages
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1 Wikipedia page

Citations

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74 Dimensions

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

Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis

X Demographics

X Demographics

The data shown below were collected from the profiles of 16 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 320 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Colombia 1 <1%
Unknown 319 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 57 18%
Student > Master 56 18%
Researcher 33 10%
Student > Bachelor 26 8%
Lecturer 20 6%
Other 46 14%
Unknown 82 26%
Readers by discipline Count As %
Arts and Humanities 59 18%
Computer Science 44 14%
Engineering 38 12%
Social Sciences 27 8%
Design 23 7%
Other 34 11%
Unknown 95 30%