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Статті в журналах з теми "Virtual cultural heritage"
Jacobson, Jeffrey, and Lynn Holden. "Virtual Heritage." Techné: Research in Philosophy and Technology 10, no. 3 (2007): 55–61. http://dx.doi.org/10.5840/techne200710312.
Повний текст джерелаRizvic, Selma. "Story Guided Virtual Cultural Heritage Applications." Journal of Interactive Humanities 2, no. 1 (June 1, 2014): 1–15. http://dx.doi.org/10.14448/jih.02.0002.
Повний текст джерелаKozaris, Ioannis, and Evangelia A. Varella. "A Cultural Heritage Virtual Learning Community." Annali di Chimica 97, no. 7 (June 2007): NA. http://dx.doi.org/10.1002/adic.200790043.
Повний текст джерелаBergamasco, Massimo, Perla Gianni Falvo, and Giovanni Valeri Manera. "Perceiving Cultural Heritage." Studies in Digital Heritage 2, no. 1 (September 28, 2018): II—V. http://dx.doi.org/10.14434/sdh.v2i1.27979.
Повний текст джерелаYang, Yuhui, Hao Zhang, Mo Chen, Youbin Jiang, and Huifang Chai. "An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China." International Journal of Computer Games Technology 2021 (August 6, 2021): 1–14. http://dx.doi.org/10.1155/2021/4787991.
Повний текст джерелаChampion, Erik. "Defining Cultural Agents for Virtual Heritage Environments." Presence: Teleoperators and Virtual Environments 24, no. 3 (July 1, 2015): 179–86. http://dx.doi.org/10.1162/pres_a_00234.
Повний текст джерелаSaleh, Fathi. "A Virtual Representation of the Egyptian Cultural Heritage." Virtual Archaeology Review 2, no. 4 (May 20, 2011): 45. http://dx.doi.org/10.4995/var.2011.4549.
Повний текст джерелаSelim, Gehan, Monther Jamhawi, Mohamed Gamal Abdelmonem, Shouib Ma’bdeh, and Andrew Holland. "The Virtual Living Museum: Integrating the Multi-Layered Histories and Cultural Practices of Gadara’s Archaeology in Umm Qais, Jordan." Sustainability 14, no. 11 (May 31, 2022): 6721. http://dx.doi.org/10.3390/su14116721.
Повний текст джерелаKaruzaki, Effie, Nikolaos Partarakis, Nikolaos Patsiouras, Emmanouil Zidianakis, Antonios Katzourakis, Antreas Pattakos, Danae Kaplanidi, et al. "Realistic Virtual Humans for Cultural Heritage Applications." Heritage 4, no. 4 (November 1, 2021): 4148–71. http://dx.doi.org/10.3390/heritage4040228.
Повний текст джерелаCecotti, Hubert. "Cultural Heritage in Fully Immersive Virtual Reality." Virtual Worlds 1, no. 1 (September 14, 2022): 82–102. http://dx.doi.org/10.3390/virtualworlds1010006.
Повний текст джерелаДисертації з теми "Virtual cultural heritage"
Granström, Helena. "Elements in games for virtual heritage applications." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8206.
Повний текст джерелаBekele, Mafkereseb Kassahun. "Collaborative and Multi-Modal Mixed Reality for Enhancing Cultural Learning in Virtual Heritage." Thesis, Curtin University, 2022. http://hdl.handle.net/20.500.11937/89298.
Повний текст джерелаFronza-Martins, Aglay Sanches 1973. "Realidade virtual & educação não-formal : experiencias educativas não-formais em ambiente museologico virtual." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251532.
Повний текст джерелаDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação
Made available in DSpace on 2018-08-14T12:42:35Z (GMT). No. of bitstreams: 1 Fronza-Martins_AglaySanches_M.pdf: 2765079 bytes, checksum: 6561bee23de176d815241238e3aa06b8 (MD5) Previous issue date: 2009
Resumo: As possibilidades oferecidas pelas novas tecnologias de manipulação de imagens via computador viabilizam a criação de um banco de imagens digital, permitindo o acesso às obras do acervo do CMU sem a manipulação física das mesmas, o que agiliza a veiculação da informação para a produção de conhecimento, garante a preservação, bem como facilita a divulgação do acervo foco dessa pesquisa para um público muito mais amplo. Criou-se, para os objetivos desta pesquisa um Museu Virtual englobando quatro coleções (Coleção Theodoro de Souza Campos Junior; Coleção Fúlvia Gonçalves; Coleção Selma Simão e Coleção Silvia Matos) que integram o acervo artístico/histórico do Centro de Memória da Unicamp (CMU). O acervo, composto pelas coleções acima apresentadas, foi virtualizado, organizado e disponibilizado para a sua utilização sob o enfoque educativo não- formal em espaços museológicos contemporâneos.
Abstract: The possibilities offered by new technologies for manipulation of images via computer to enable creation of a bank of digital images, allowing access to works of the achievements of CMU without physical manipulation of them, which speeds up the delivery of information to produce knowledge guarantees the preservation and facilitates the divulgation of the focus acquits of this research to a much wider audience. It was created for the objectives of this research a museum Virtual comprising four collections (Collection Theodoro de Souza Campos Junior; Collection Fúlvia Gonçalves; Collection Selma Simon and Silvia Matos Collection) that integrate the artistical/ historical body of the Center for Memory the Unicamp (CMU). The collection, composed of the collections above, was virtualized, organized and made available for using under the non-formal educational approach in musicology contemporary spaces.
Mestrado
Ciencias Sociais na Educação
Mestre em Educação
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.
Senogul, Ozgur. "The Representation Of A Cultural Heritage In Virtual Environment Case Study: Cumhurbaskanligi Ataturk Muze Kosku." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/2/12610352/index.pdf.
Повний текст джерела#8217
s technical capabilities and literature surveys on the examples that are prepared in VE and searches the advantages or disadvantages, sufficiencies or insufficiencies. The system runs through a CD that is attached to back of the text, has an interactive virtual tour and internet pages that are all prepared by the author.
Ladeira, Ilda. "Story experience in a virtual San storytelling environment : a cultural heritage application for children and young adults." Master's thesis, University of Cape Town, 2005. http://hdl.handle.net/11427/8735.
Повний текст джерелаThis dissertation explores virtual storytelling for conveying cultural stories effectively. We set out to investigate: (1) the strengths and/or weaknesses of VR as a storytelling medium; (2) the use of a culturally familiar introductory VB to preface a VB presenting traditional storytelling; (3) the relationship between presence and story experience. We conducted two studies to pursue these aims. Our aims were stated in terms of effective story experience, in the realm of cultural heritage. This was conceptualised as a story experience where story comprehension, interest in the story's cultural context and story enjoyment were achieved, and where boredom and confusion in the story were low. This conceptualisation was empirically validated by our studies. Three storytelling scenarios were created to tell a traditional San story: text (T); a storytelling VB with no introductory VB (VR+NI); a storytelling VB with a hip-hop themed introductory VB (VR+I). These scenarios comprised our experimental conditions. Questionnaires, measuring interest in hip-hop and the story experience aspects identified above, were developed and psychometrically validated. Study 1 was conducted with a sample of 44 high-schoolleamers and Study 2 with 98 university students. Both studies used a between-subjects design. Study 2 was a refined version of Study 1, improving Study 1's questionnaires for use in Study 2 and considering two additional variables: attention to the story and perceived strangeness of the story. For our first aim, story experience in the text and VR storytelling scenarios were compared. In Study 1 and 2, comprehension was significantly higher in the T condition than in the two VR conditions combined and attention was higher in Study 2's T condition. Therefore, we conclude that text is better for achieving story comprehension. In Study 1, interest and enjoyment were significantly higher in the VR condition, while boredom was higher in the T condition. But, no significant differences between text and VR were noted for these variables in Study 2. Comparisons of the T and VR conditions across Study 1 and 2 showed a particularly poor story experience in Study 1's T group; we speculate that this was due to differences in Study 1 and 2's samples and procedures. Barring this, there were no interest, enjoyment or boredom differences between T and VR across Study 1 and 2. Thus, we conclude, conservatively, that text and VR are equally good in terms of interest enjoyment and boredom. Confusion was higher in Study 1's T condition, but this result was counter-intuitive since this condition had also shown higher comprehension. In contrast, Study 2's VR condition showed significantly higher confusion and lower strangeness. We conclude that Study 1's participants had reported strangeness rather than confusion and, while virtual storytelling resulted in more confusion, it also resulted in less perceived strangeness of the story. Presence and story experience in the VR+NI and VR+I storytelling scenarios were compared for our second aim. The introductory VB only had an effect for participants who showed a pre-existing interest in hip-hop. In Study 1's VR+I condition, hip-hop interest was a significant predictor of enjoyment. In Study 2's VR+I condition, those who identified hip-hop as a favourite music genre showed significantly higher presence than those who identified other genres as a favourite. This suggests that strongly themed introductory VB's do not benefit virtual storytelling, and that content familiarity and preference interact with VB content to influence virtual experiences. Regarding our third aim; we did not find strong evidence of a relationship between presence and story experience since presence only correlated significantly with interest in Study 1.
Zuffellato, Leonardo <1993>. "Design and comparison of navigation and interaction techniques for a virtual reality experience in the cultural heritage domain." Master's Degree Thesis, Università Ca' Foscari Venezia, 2018. http://hdl.handle.net/10579/12851.
Повний текст джерелаSantos, Cristina Isabel Pires dos. "A infografia na explorarão multidimensional do património natural e cultural local em contexto virtual." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2019. http://hdl.handle.net/10400.5/18493.
Повний текст джерелаAtualmente, procuramos constantemente por informação, pois queremos estar informados para conseguirmos tomar decisões mais acertadas. Somos, contudo, cada vez mais exigentes com o modo como acedemos à informação. No caso específico do Património Natural e Cultural, em que a forma como a informação é apresentada, revela-se essencial para que uma visita física ou online seja efetuada de um modo mais qualitativo, este requisito torna-se fundamental para um público que anseia por obter informação acerca de um determinado local patrimonial e que por vezes, a encontra desorganizada ou dispersa. Considerando a apresentação da informação de forma visual, constatou-se que não existe um local físico ou virtual nacional, que compile e que permita o seu acesso de um modo organizado, direto e integrado, permitindo a ligação entre todas as partes caracterizantes do Património de uma região, contribuindo para um conhecimento mais acessível e estruturado. Assim, procuraram-se aferir que métodos e procedimentos podemos adotar, para que, a partir de um concelho selecionado (Aljezur), se possa concretizar e comunicar o projeto infográfico INFOSPOT.PT – Diretório infográfico para o Património Natural e Cultural Português, um projeto para apresentação de informação visual, de modo a contribuir para uma exploração multidimensional do Património, num contexto virtual, objetivando a transmissão e partilha da informação de uma forma mais inteligível, visual e memorável. Deste modo, objetivando-se a realização de uma componente prática, a investigação foi baseada numa aprofundada revisão literária nas áreas do Design de Informação, do Património e do Turismo Cultural, assim como, numa pesquisa visual estruturada, interligando o Design de Informação nas suas variadas expressões e a apresentação do Património. Posteriormente, aplicou-se o método de estudo de casos múltiplos, a vários exemplos de infografias selecionadas, representativas de aspetos patrimoniais, o que se revelou essencial para aferir métodos e procedimentos, no tratamento de conjuntos de informação patrimonial gerais e particulares, para aplicação direta na consecução do projeto proposto. Ensaiou-se o protótipo do projeto e as infografias realizadas no utilizador final, através da aplicação de testes de usabilidade e, por fim, propôs-se um fluxograma para adaptação do projeto a outros contextos. A utilização da informação visual revela-se muito eficaz, pois é o procedimento mais memorável e inteligível de reter informação, permitindo-nos detetar padrões e relações, que de outro modo (por exemplo, só com texto) não seria possível, justificando a sua utilização na apresentação de uma informação que é complexa, como é o caso da informação patrimonial. O Design de Informação quando praticado de acordo com certos princípios, essenciais para a perceção visual, revela-se fundamental para organizar, selecionar e apresentar essa informação, contribuindo inteiramente para o processo de codificação e descodificação da mensagem informativa. Assim, o projeto proposto pretendeu reunir e apresentar informação patrimonial, somente através da informação visual, objetivando demarcar-se dos materiais existentes mais convencionais e ser uma solução importante para a apresentação do Património nacional, contribuindo para a preservação da sua memória, interpretação e disseminação.
ABSTRACT: We are constantly looking for information because we want to be informed so that we can make better decisions. We are, however, increasingly demanding about how we access information. In the specific case of Natural and Cultural Heritage, where the way in which information is presented is essential for a physical or online visit to be carried out in a more qualitative way, this requirement becomes fundamental for an audience that longs for obtaining information about a particular heritage place and that sometimes finds it disorganized or dispersed. Considering the presentation of information in a visual way, we verified that there is no national physical or virtual place, which compiles and allows its access in an organized, direct and integrated way, allowing connection between all the characteristic parts of the Heritage of a region, contributing to a more accessible and structured knowledge. Thus, we tried to achieve what methods and procedures we can adopt, so that, from a selected municipality (Aljezur), we can concretize and communicate the infographic project INFOSPOT.PT - Infographic Directory for Portuguese Natural and Cultural Heritage, a project for presentation of visual information, in order to contribute to a multidimensional exploration of Heritage, in a virtual context, aiming the transmission and sharing of information in a more intelligible, visual and memorable way. Thus, in order to carry out a practical component, research was based on an in-depth literary review in fields of Information Design, Heritage and Cultural Tourism, as well as through a structured visual research, interconnecting Information Design in its various expressions and presentation of Heritage. Consequently, a multiple case study method was applied to several examples of selected infographics, representing heritage features, which proved to be essential for measuring methods and procedures for treatment of general and particular sets of heritage information for direct application in achieving the proposed project. Prototype of the project and infographics performed were tested in end user through application of usability tests. Finally, a flowchart was proposed to adapt the project to other contexts. Use of visual information is very effective because it is the most memorable and intelligible procedure of retaining information, allowing us to detect patterns and relationships, which otherwise (for example, with text only) would not be possible, justifying its use in presentation of information that is complex, as is the case with the heritage information. Information Design when practiced according to certain principles, essential for visual perception, is fundamental to organize, select and present this information, contributing entirely to the process of codification and decoding of the informational message. Therefore, the proposed project sought to gather and present heritage information, only through visual information, aiming to distinguish the most conventional existing materials and being an important solution for presentation of national Heritage, contributing to preservation of its memory, interpretation and dissemination.
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LA, GUARDIA Marcello. "GIS BASED WEB APPLICATIONS FOR TERRITORIAL ANALYSIS AND VIRTUAL ONLINE FRUITION OF COMPLEX DATASETS." Doctoral thesis, Università degli Studi di Palermo, 2022. https://hdl.handle.net/10447/575770.
Повний текст джерелаCARAVELLO, Emanuela. "Soluzioni smart per la fruizione del patrimonio culturale in siti UNESCO." Doctoral thesis, Università degli Studi di Palermo, 2022. https://hdl.handle.net/10447/565682.
Повний текст джерелаКниги з теми "Virtual cultural heritage"
Kalay, Yehuda E. New heritage: New media and cultural heritage. New York: Routledge, 2008.
Знайти повний текст джерелаParadata and transparency in virtual heritage. Farnham, Surrey, England: Ashgate, 2012.
Знайти повний текст джерелаMarinos, Ioannides, ed. Heritage in the digital era. Brentwood, Essex: Multi-Science Publishing, 2010.
Знайти повний текст джерелаRau, Pei-Luen Patrick, ed. Cross-Cultural Design. Applications in Learning, Arts, Cultural Heritage, Creative Industries, and Virtual Reality. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06047-2.
Повний текст джерелаFiona, Cameron, and Kenderdine Sarah, eds. Theorizing digital cultural heritage: A critical discourse. Cambridge, Mass: MIT Press, 2007.
Знайти повний текст джерелаFiona, Cameron, and Kenderdine Sarah, eds. Theorizing digital cultural heritage: A critical discourse. Cambridge, Mass: MIT Press, 2007.
Знайти 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 джерелаDuguleană, Mihai. VR Technologies in Cultural Heritage: First International Conference, VRTCH 2018, Brasov, Romania, May 29–30, 2018, Revised Selected Papers. Cham: Springer Nature, 2019.
Знайти повний текст джерелаB, Arnold David, Chalmers Alan, Niccolucci Franco, European Association for Computer Graphics., and SIGGRAPH, eds. VAST 2003: The 4th International Symposium on Virtual Reality, Archaeology, and Intelligent Cultural Heritage, incorporating 1st EUROGRAPHICS Symposia on Graphics and Cultural Heritage. Aire-la-Ville, Switzerland: Eurographics Association, 2003.
Знайти повний текст джерелаInternational Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (9th 2008 Braga, Portugal). VAST 2008: The 9th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage [incorporating] the 6th EUROGRAPHICS Workshop on Graphics and Cultural Heritage, Braga, Portugal, December 2-5, 2008. Aire-la-Ville, Switzerland: Eurographics Association in cooperation with Institute of Computer Graphics & Knowledge Visualization at Graz University of Technology and University of Braunschweig--Institute of Scientific Computing, 2008.
Знайти повний текст джерелаЧастини книг з теми "Virtual cultural heritage"
Ribeiro, Claudia, Rafael Kuffner, and Carla Fernandes. "Virtual Reality Annotator: A Tool to Annotate Dancers in a Virtual Environment." In Digital Cultural Heritage, 257–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75826-8_21.
Повний текст джерелаDebailleux, Laurent, Geoffrey Hismans, and Natacha Duroisin. "Exploring Cultural Heritage Using Virtual Reality." In Digital Cultural Heritage, 289–303. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75826-8_24.
Повний текст джерелаRahaman, Hafizur, Rana Das, and Shehzad Zahir. "Virtual Heritage: Exploring Photorealism." In Progress in Cultural Heritage Preservation, 191–200. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_19.
Повний текст джерелаUnver, Ertu, and Andrew Taylor. "Virtual Stonehenge Reconstruction." In Progress in Cultural Heritage Preservation, 449–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_46.
Повний текст джерелаMüller-Wittig, Wolfgang, Chao Zhu, and Gerrit Voss. "Cultural Heritage as Digital Experience: A Singaporean Perspective." In Virtual Reality, 680–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_74.
Повний текст джерелаBenotti, Luciana, and Alexandre Denis. "Building Virtual Guides for Virtual Worlds." In Human-Computer Interaction, Tourism and Cultural Heritage, 144–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33944-8_13.
Повний текст джерелаMeegan, Eimear, Maurice Murphy, Garrett Keenaghan, Anthony Corns, Robert Shaw, Stephen Fai, Simona Scandura, and Alain Chenaux. "Virtual Heritage Learning Environments." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 427–37. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73043-7_35.
Повний текст джерелаChalmers, Alan, Joseph Parkins, Mark Webb, and Kurt Debattista. "Realistic Humans in Virtual Cultural Heritage." In Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, 156–65. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-83647-4_11.
Повний текст джерелаZemánek, Petr, Jana Mynářová, Petra Štefcová, and Jaroslav Valach. "Virtual Collection of Cuneiform Tablets as a Complex Multilevel System with Interdisciplinary Content." In Digital Cultural Heritage, 183–94. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15200-0_13.
Повний текст джерелаBerčič, Tomaž. "Virtual Restoration and Preservation of Anthropogenic Nineteenth-Century Landscapes Based on Historical Land-Use Data." In Cultural Urban Heritage, 77–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10612-6_7.
Повний текст джерелаТези доповідей конференцій з теми "Virtual cultural heritage"
Alispahić, Selma, and Selma Rizvić. "ACTING IN DIGITAL CULTURAL HERITAGE APPLICATIONS." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-009.
Повний текст джерелаMijatovic, Bojan, and Selma Rizvić. "VIRTUAL REALITY VIDEO IN DIGITAL CULTURAL HERITAGE APPLICATIONS." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-004.
Повний текст джерелаWalczak, Krzysztof, and Martin White. "Cultural heritage applications of virtual reality." In Proceeding of the eighth international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/636593.636623.
Повний текст джерелаHaindl, Michal, and Matej Sedlacek. "Virtual reconstruction of cultural heritage artifacts." In 2016 International Workshop on Computational Intelligence for Multimedia Understanding (IWCIM). IEEE, 2016. http://dx.doi.org/10.1109/iwcim.2016.7801178.
Повний текст джерелаÇizel, Beykan, and Edina Ajanović. "Virtual Reality for Cultural Heritage Tourism." In SITCON 2018. Belgrade, Serbia: Singidunum University, 2018. http://dx.doi.org/10.15308/sitcon-2018-131-134.
Повний текст джерелаGiglio, Simona, Lorella Gabriele, Assunta Tavernise, Pietro Pantano, Eleonora Bilotta, and Francesca Bertacchini. "Virtual museums and Calabrian cultural heritage: Projects and challenges." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7419603.
Повний текст джерелаBonenberger, Danny J., and Trevor M. Harris. "Placing Virtual Heritage: Reconciling virtual and cultural heritage with the Spatial Turn." In 2013 Digital Heritage International Congress (DigitalHeritage). IEEE, 2013. http://dx.doi.org/10.1109/digitalheritage.2013.6744827.
Повний текст джерелаHermon, Sorin. "BUILDING DIGILAB – TOWARDS A DATA-DRIVEN RESEARCH IN CULTURAL HERITAGE." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-012.
Повний текст джерелаPlecher, David A., Maximilian Wandinger, and Gudrun Klinker. "Mixed Reality for Cultural Heritage." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797846.
Повний текст джерелаGaevskaya, Elena, and Tatyana Laska. "Ways of Access to Virtual Cultural Heritage." In Electronic Visualisation and the Arts (EVA 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/eva2014.18.
Повний текст джерелаЗвіти організацій з теми "Virtual cultural heritage"
Drabczyk, Maria, and Johan Oomen. COVID-19 as a Driver for Change in Audiovisual Archives. International Federation of Television Archives, March 2021. http://dx.doi.org/10.18146/coav2021.
Повний текст джерелаAtkinson, Dan, and Alex Hale, eds. From Source to Sea: ScARF Marine and Maritime Panel Report. Society of Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.126.
Повний текст джерела