ISBN: 9781849965019
How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first ex… Más…
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ISBN: 9781849965019
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ISBN: 9781849965019
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ISBN: 9781849965019
How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first ex… Más…
2010, ISBN: 9781849965019
eBooks, eBook Download (PDF), 2011, How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer th… Más…
ISBN: 9781849965019
How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first ex… Más…
2010, ISBN: 9781849965019
Springer, Kindle Edition, Auflage: 2011, 238 Seiten, Publiziert: 2010-09-28T00:00:00.000Z, Produktgruppe: Digital Ebook Purchas, Digital Art, Arts & Humanities, Undergraduate & Postgradua… Más…
ISBN: 9781849965019
A digital copy of "Playing With The Past" by Champion. Download is immediately available upon purchase! 9781849965019,1849965013,playing,past,champion,textbooks eBook, Vitalsource Techno… Más…
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Detalles del libro - Playing with the Past (Human?Computer Interaction Series)
EAN (ISBN-13): 9781849965019
Año de publicación: 2010
Editorial: Springer
238 Páginas
Idioma: eng/Englisch
Libro en la base de datos desde 2011-10-30T12:39:04+01:00 (Madrid)
Página de detalles modificada por última vez el 2024-02-19T15:11:12+01:00 (Madrid)
ISBN/EAN: 9781849965019
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978-1-84996-501-9
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Título del libro: playing with the past, playing the other, champion
Datos del la editorial
Autor: Erik Champion
Título: Human–Computer Interaction Series; Playing with the Past
Editorial: Springer; Springer London
214 Páginas
Año de publicación: 2010-09-28
London; GB
Idioma: Inglés
96,29 € (DE)
118,00 CHF (CH)
Available
XXII, 214 p.
EA; E107; eBook; Nonbooks, PBS / Informatik, EDV/Betriebssysteme, Benutzeroberflächen; Mensch-Computer-Interaktion; Verstehen; 3D Usability; 3D Worlds; Architecture; Cultural Heritage; Cultural Learning; Game Design; Historical Learning; Interaction Design; Virtual Environments; Virtual Heritage; Virtual Worlds; C; User Interfaces and Human Computer Interaction; Digital Humanities; Media Design; Multimedia Information Systems; Computer-Aided Engineering (CAD, CAE) and Design; Computer Science; Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften; Computer-Anwendungen in Kunst und Geisteswissenschaften; Grafische und digitale Media-Anwendungen; Computer-Aided Design (CAD); BB
How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningfuland relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.There is very little concentrated literature on theory and practice in creating meaningful interaction in virtual environments, especially those designed to communicate heritage or history The book covers the gap between theory, the design and the evaluation of virtual places for learning, especially for history and heritage It will cover the gap between the theory, the design and the evaluation of virtual places for learning Includes supplementary material: sn.pub/extras
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