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Mixed Reality and Gamification for Cultural Heritage

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Cover of 'Mixed Reality and Gamification for Cultural Heritage'

Table of Contents

  1. Altmetric Badge
    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
Attention for Chapter 11: Data Collection for Estimation of Resilience of Cultural Heritage Assets
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Citations

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Chapter title
Data Collection for Estimation of Resilience of Cultural Heritage Assets
Chapter number 11
Book title
Mixed Reality and Gamification for Cultural Heritage
Published by
Springer International Publishing, January 2017
DOI 10.1007/978-3-319-49607-8_11
Book ISBNs
978-3-31-949606-1, 978-3-31-949607-8
Authors

Roko Zarnic, Vlatka Rajcic, Barbara Vodopivec

Editors

Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 15 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 15 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 40%
Student > Master 2 13%
Professor 2 13%
Student > Bachelor 1 7%
Student > Doctoral Student 1 7%
Other 0 0%
Unknown 3 20%
Readers by discipline Count As %
Arts and Humanities 4 27%
Engineering 3 20%
Business, Management and Accounting 1 7%
Computer Science 1 7%
Design 1 7%
Other 0 0%
Unknown 5 33%