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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

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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
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