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Статті в журналах з теми "Augmented Heritage"
Guazzaroni, Giuliana. "Digital Heritage." International Journal of Art, Culture and Design Technologies 10, no. 1 (January 2021): 1–17. http://dx.doi.org/10.4018/ijacdt.2021010101.
Повний текст джерелаDe Fino, Mariella, Albina Scioti, Rocco Rubino, Alessandra Pierucci, and Fabio Fatiguso. "‘Augmented diagnostics’ for the architectural heritage." International Journal of Heritage Architecture: Studies, Repairs and Maintence 2, no. 2 (January 15, 2017): 248–60. http://dx.doi.org/10.2495/ha-v2-n2-248-260.
Повний текст джерелаCucchiara, Rita, and Alberto Del Bimbo. "Visions for Augmented Cultural Heritage Experience." IEEE MultiMedia 21, no. 1 (2014): 74–82. http://dx.doi.org/10.1109/mmul.2014.19.
Повний текст джерелаMendoza-Garrido, Raynel, Amaury Cabarcas-Álvarez, Juan José Puello-Beltran, Ramon Fabregat-Gesa, and Silvia Margarita Baldiris-Navarro. "Heritage education experience supported in augmented reality." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (June 1, 2020): 52–62. http://dx.doi.org/10.17533/udea.redin.20200582.
Повний текст джерелаArifitama, Budi, and Ade Syahputra. "Cultural Heritage Digitalization on Traditional Sundanese Music Instrument Using Augmented Reality Markerless Marker Method." Jurnal Teknologi dan Sistem Komputer 5, no. 3 (July 31, 2017): 101–5. http://dx.doi.org/10.14710/jtsiskom.5.3.2017.101-105.
Повний текст джерелаYin, Celine Zhao Ying, Timothy Jung, M. Claudia tom Dieck, and Maria Younghee Lee. "Mobile Augmented Reality Heritage Applications: Meeting the Needs of Heritage Tourists." Sustainability 13, no. 5 (February 26, 2021): 2523. http://dx.doi.org/10.3390/su13052523.
Повний текст джерелаBalmer, John M. T., and Weifeng Chen. "Corporate heritage brands, augmented role identity and customer satisfaction." European Journal of Marketing 51, no. 9/10 (September 12, 2017): 1510–21. http://dx.doi.org/10.1108/ejm-07-2017-0449.
Повний текст джерелаde la Fuente Prieto, J., E. Castaño Perea, and F. Labrador Arroyo. "AUGMENTED REALITY IN ARCHITECTURE: REBUILDING ARCHEOLOGICAL HERITAGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 311–15. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-311-2017.
Повний текст джерелаAliprantis, John, and George Caridakis. "A Survey of Augmented Reality Applications in Cultural Heritage." International Journal of Computational Methods in Heritage Science 3, no. 2 (July 2019): 118–47. http://dx.doi.org/10.4018/ijcmhs.2019070107.
Повний текст джерелаAsmar, Daniel. "Pose Tracking in Augmented Reality of Cultural Heritage." International Journal of Computational Methods in Heritage Science 1, no. 1 (January 2017): 123–31. http://dx.doi.org/10.4018/ijcmhs.2017010108.
Повний текст джерелаДисертації з теми "Augmented Heritage"
Gutkowski, Nicolas Joshua. "Designing Cultural Heritage Experiences for Head-Worn Augmented Reality." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103619.
Повний текст джерелаMaster of Science
There is a need for the general public to be informed on historical events which have shaped the present day. Informal education through museums or guided tours around historical sites provides an engaging method for people to become more knowledgeable on the details of a time period or a place's past. The use of augmented reality, which is the enhancement of the real-world through virtual content visible through some sort of display such as a smartphone, has been applied to history education in these settings. The educational apps created focus on adding onto museum exhibits, rather than historical locations such as buildings or other structures. Additionally they have focused on using smartphones or tablets as the medium for virtual content, rather than headsets, which involves wearing a display rather than holding one. This work aims to address the lack of headset-based, on-site history experiences by posing questions about what methods work best for designing such an app. Comparisons to handheld design are also made to provide information on how the approach differs.
Bostanci, Gazi Erkan. "User tracking methods for augmented reality applications in cultural heritage." Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616992.
Повний текст джерелаMaglieri, Giulia. "Augmented Reality per Cultural Heritage: un prototipo per le tombe di Koguryo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.
Знайти повний текст джерелаAgostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3421849.
Повний текст джерелаLe doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et ‘technologie’. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La co-tutelle été encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent. L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique, l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Dans sa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs.
Haugstvedt, Anne-Cecilie. "Accessing Cultural Heritage Resources on a Mobile Augmented Reality Platform : A Study on Technology Acceptance." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18403.
Повний текст джерелаRattanarungrot, Sasithorn. "A service oriented mobile augmented reality architecture for media content visualization in digital heritage experiences." Thesis, University of Sussex, 2016. http://sro.sussex.ac.uk/id/eprint/63143/.
Повний текст джерелаCranmer, Eleanor Elizabeth. "Developing an augmented reality business model for cultural heritage tourism : the case of Geevor Museum." Thesis, Manchester Metropolitan University, 2017. http://e-space.mmu.ac.uk/620825/.
Повний текст джерелаMarques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.
Повний текст джерелаLa tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
RUGGERI, LUDOVICO. "Il facsimile digitale come strumento di interazione culturale. Realtà aumentata e virtuale per una fruizione immersiva e interattiva del Cultural Heritage." Doctoral thesis, Università Politecnica delle Marche, 2019. http://hdl.handle.net/11566/263262.
Повний текст джерелаThe aim of this thesis is the research and the definition of a workflow that starting from the acquisition and digitization of bi and three-dimensional data of a cultural object leads to the development of virtual and augmented reality applications. These applications allow the user to exploit Cultural Heritage according to contemporary languages using the latest available Information and Communication Technologies. Two applications have been developed for the exploitation of Cultural Heritage, following the “learning by interacting” paradigm and using the tools and methods typical of gaming platforms: an augmented reality application that allows the user to see the main architectures as they were once, walking on the remains of the archaeological site of Forum Sempronii, and an immersive virtual reality application that allows the user to navigate within the virtual reconstruction of the Roman forum of Fanum Fortunae, experiencing a real interactive and didactic experience. The main themes faced in this work are the digitization and three-dimensional modeling of cultural heritage, aimed on the one hand at protecting and preserving cultural heritage and on the other on its exploitation through the use of the latest available technologies in the field of ICT. A central role in these issues is played by the digital facsimile: today the digital copy is itself cultural heritage. This work also shows and underlines the importance of collaboration between different professional figures (archaeologists, architects, informatics, graphic designers). The result of this work is in fact made up of different applications with a strong interdisciplinary character, as desired by the latest directives of the European Commission in the European Year of Cultural Heritage.
Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools : Two Case Studies in Italy and Great Britain." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H054.
Повний текст джерелаThe thesis studies the impact of new technology on the transmission and promotionof heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The cosupervisionwas done under a specialist in digital storytelling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille).Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to explore the didactic potential of PDAs (Personal Digital Assistant). From the mid-’90s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on-site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings and also makes them accessible to citizens and visitors
Книги з теми "Augmented Heritage"
Geroimenko, Vladimir, ed. Augmented Reality in Tourism, Museums and Heritage. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70198-7.
Повний текст джерелаChen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5.
Повний текст джерелаMarto, Anabela. SensiMAR: A Multisensory Mobile Augmented Reality Study for Cultural Heritage. Eliva Press, 2022.
Знайти повний текст джерелаPavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.
Знайти повний текст джерелаPavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.
Знайти повний текст джерелаPavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.
Знайти повний текст джерелаApplying Innovative Technologies in Heritage Science. IGI Global, 2020.
Знайти повний текст джерелаPavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.
Знайти повний текст джерелаChen, Jessie Y. C., and Gino Fragomeni. Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Springer, 2018.
Знайти повний текст джерелаGeroimenko, Vladimir. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain. Springer International Publishing AG, 2021.
Знайти повний текст джерелаЧастини книг з теми "Augmented Heritage"
Fanini, Bruno, Alfonsina Pagano, Eva Pietroni, Daniele Ferdani, Emanuel Demetrescu, and Augusto Palombini. "Augmented Reality for Cultural Heritage." In Springer Handbooks, 391–411. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67822-7_16.
Повний текст джерелаGarrido, Raynel Mendoza, Danilo Vargas Jiménez, Silvia Baldiris, and Ramon Fabregat. "“Social Heritage” Augmented Reality Application to Heritage Education." In Lecture Notes in Computer Science, 17–24. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22888-4_2.
Повний текст джерелаFernández-Palacios, Belén Jiménez, Alessandro Rizzi, and Francesco Nex. "Augmented Reality for Archaeological Finds." In Progress in Cultural Heritage Preservation, 181–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_18.
Повний текст джерелаAngelopoulou, Anastassia, Daphne Economou, Vassiliki Bouki, Alexandra Psarrou, Li Jin, Chris Pritchard, and Frantzeska Kolyda. "Mobile Augmented Reality for Cultural Heritage." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 15–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30607-5_2.
Повний текст джерелаTscheu, Frances, and Dimitrios Buhalis. "Augmented Reality at Cultural Heritage sites." In Information and Communication Technologies in Tourism 2016, 607–19. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28231-2_44.
Повний текст джерелаMakris, Dimitrios, and Maria Moira. "Literature-Based Augmented Reality: Integrating Urban Novels with Context-Aware Augmented Environments." In Augmented Reality in Tourism, Museums and Heritage, 275–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70198-7_15.
Повний текст джерелаRattanarungrot, Sasithorn, Martin White, Zeeshan Patoli, and Tudor Pascu. "The Application of Augmented Reality for Reanimating Cultural Heritage." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 85–95. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_8.
Повний текст джерелаPark, Jin ho, and Sangheon Kim. "Digital Representation of Seokguram Temple UNESCO World Heritage Site." In Augmented Reality and Virtual Reality, 379–84. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_27.
Повний текст джерелаBolognesi, Cecilia Maria. "Digital Workflow for Virtual and Augmented Visit of Architecture." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 126–33. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01765-1_15.
Повний текст джерелаHammady, Ramy, Minhua Ma, and Nicholas Temple. "Augmented Reality and Gamification in Heritage Museums." In Serious Games, 181–87. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45841-0_17.
Повний текст джерелаТези доповідей конференцій з теми "Augmented Heritage"
Casella, Guida, and Moises Coelho. "Augmented heritage." In the 2013 International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503859.2503883.
Повний текст джерелаCasimiro, Giovanna Graziosi. "Augmented Heritage." In ARTECH 2019: 9th International Conference on Digital and Interactive Arts. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3359852.3359885.
Повний текст джерелаPerra, Cristian, Elisavet Grigoriou, Antonio Liotta, Wei Song, Claudio Usai, and Daniele Giusto. "Augmented reality for cultural heritage education." In 2019 IEEE 9th International Conference on Consumer Electronics (ICCE-Berlin). IEEE, 2019. http://dx.doi.org/10.1109/icce-berlin47944.2019.8966211.
Повний текст джерелаVarinlioglu, Guzden, and Suheyla Muge Halici. "Gamification of Heritage through Augmented Reality." In 37 Education and Research in Computer Aided Architectural Design in Europe and XXIII Iberoamerican Society of Digital Graphics, Joint Conference (N. 1). São Paulo: Editora Blucher, 2019. http://dx.doi.org/10.5151/proceedings-ecaadesigradi2019_168.
Повний текст джерелаVarinlioglu, Guzden, and Süheyla Müge Halici. "Gamification of Heritage through Augmented Reality." In eCAADe 2019: Architecture in the Age of the 4th Industrial Revolution. eCAADe, 2019. http://dx.doi.org/10.52842/conf.ecaade.2019.1.513.
Повний текст джерелаKim, Eunseok, Jungwha Kim, and Woontack Woo. "Metadata schema for context-aware augmented reality applications in cultural heritage domain." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7419509.
Повний текст джерелаPacheco, Daniel, Sytse Wierenga, Pedro Omedas, Laura S. Oliva, Stefan Wilbricht, Stephanie Billib, Habbo Knoch, and Paul F. M. J. Verschure. "A location-based Augmented Reality system for the spatial interaction with historical datasets." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7413911.
Повний текст джерелаMaiorescu, Irina, and Gabriel cristian Sabou. "LEARNING ABOUT HERITAGE THROUGH AUGMENTED REALITY GAMES." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-121.
Повний текст джерелаGuimaraes, Francisco, Mauro Figueiredo, and Jose Rodrigues. "Augmented Reality and Storytelling in heritage application in public gardens: Caloust Gulbenkian Foundation Garden." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7413891.
Повний текст джерелаMorrison, Tessa, Ning Gu, and Nicholas Foulcher. "Applying Augmented Reality to Preserving Industrial Heritage." In Electronic Visualisation and the Arts (EVA 2012). BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/eva2012.30.
Повний текст джерелаЗвіти організацій з теми "Augmented Heritage"
Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.
Повний текст джерела