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This book constitutes the refereed post-conference proceedings of the Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, held in Olimje, Slovenia, in May 2017. The 29 revised full papers included in this volume were carefully reviewed and selected from 198 submissions. They focus on interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, -chemistry and -engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of cultural heritage knowledge.
Computer science. --- Computer communication systems. --- Artificial intelligence. --- Computer graphics. --- Image processing. --- Application software. --- Computer Science. --- Information Systems Applications (incl. Internet). --- Image Processing and Computer Vision. --- Computer Graphics. --- Computer Communication Networks. --- Artificial Intelligence (incl. Robotics). --- Computer Appl. in Social and Behavioral Sciences. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Informatics --- Science --- Digital techniques --- Distributed processing --- Computer vision. --- Social sciences --- Artificial Intelligence. --- Data processing. --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment
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Cultural property --- Electronic data processing --- Digital preservation --- Protection
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This book contains selected contributions from some of the most renowned researchers in the field of Digital Heritage and 3D representation of the Past, based in large part on invited presentations from the workshop “Computational Geometry and Ontologies for Cultural Heritage 3D Digital Libraries: What are the future alternatives for Europeana?” which was held in conjunction with the International Conference on Cultural Heritage EuroMed2012 (www.euromed2012.eu) on the island of Cyprus in October 2012. This was the official event of the Cyprus Presidency of the Council of the European Union on Progress in Cultural Heritage Preservation. The aim of this book is to provide an insight to ongoing research and future directions in this novel, continuously very promising and multi-disciplinary evolving field, which lies at the intersection of digital heritage, engineering, computer science, mathematics, material science, architecture, civil engineering and archaeology.
Computer science. --- Computer communication systems. --- Information storage and retrieval systems. --- Multimedia information systems. --- Computer graphics. --- Image processing. --- Computer Science. --- Multimedia Information Systems. --- Information Storage and Retrieval. --- Computer Communication Networks. --- Information Systems Applications (incl. Internet). --- Image Processing and Computer Vision. --- Computer Graphics. --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Informatics --- Science --- Digital techniques --- Distributed processing --- Automatic data storage --- Automatic information retrieval --- Automation in documentation --- Computer-based information systems --- Data processing systems --- Data storage and retrieval systems --- Discovery systems, Information --- Information discovery systems --- Information processing systems --- Information retrieval systems --- Machine data storage and retrieval --- Mechanized information storage and retrieval systems --- Computer systems --- Electronic information resources --- Data libraries --- Digital libraries --- Information organization --- Information retrieval --- Multimedia systems. --- Information storage and retrieva. --- Computer vision. --- Information storage and retrieval. --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Three-dimensional imaging in archaeology. --- Three-dimensional archaeological imaging --- Archaeology --- Application software. --- Optical data processing. --- Optical computing --- Visual data processing --- Bionics --- Integrated optics --- Photonics --- Computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical equipment
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This open access book presents a collection of papers focusing on current 3D research challenges in the domain of digital cultural heritage. 3D technologies find considerable use within the field of cultural heritage at the beginning of the 21st century, for example in the areas of data acquisition, modeling, archiving in local repositories, harvesting in digital libraries and their long-term preservation. This volume put emphasis on a number of challenges facing 3D research in the 2D/3D digitization of tangible objects and their transformation to digital/virtual/memory twins; the interplay of geometry, semantics and the recovery and management of knowledge in digital cultural heritage; the handling of 3D data via the Cloud on the Internet and mobile devices; the presentation of cultural heritage content in 3D to the general public; and the 3D reproduction of cultural heritage objects from virtual to real.
Information storage and retrieval systems. --- Computer vision. --- Application software. --- Information Storage and Retrieval. --- Computer Vision. --- Computer and Information Systems Applications. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Automatic data storage --- Automatic information retrieval --- Automation in documentation --- Computer-based information systems --- Data processing systems --- Data storage and retrieval systems --- Discovery systems, Information --- Information discovery systems --- Information processing systems --- Information retrieval systems --- Machine data storage and retrieval --- Mechanized information storage and retrieval systems --- Computer systems --- Electronic information resources --- Data centers --- Digital libraries --- Information organization --- Information retrieval --- Preservació digital --- Visió per ordinador
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This book contains selected contributions from some of the most renowned researchers in the field of Digital Heritage and 3D representation of the Past, based in large part on invited presentations from the workshop “Computational Geometry and Ontologies for Cultural Heritage 3D Digital Libraries: What are the future alternatives for Europeana?” which was held in conjunction with the International Conference on Cultural Heritage EuroMed2012 (www.euromed2012.eu) on the island of Cyprus in October 2012. This was the official event of the Cyprus Presidency of the Council of the European Union on Progress in Cultural Heritage Preservation. The aim of this book is to provide an insight to ongoing research and future directions in this novel, continuously very promising and multi-disciplinary evolving field, which lies at the intersection of digital heritage, engineering, computer science, mathematics, material science, architecture, civil engineering and archaeology.
Information retrieval --- Computer science --- Computer architecture. Operating systems --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computervisie --- beeldverwerking --- cultureel erfgoed --- IR (information retrieval) --- computers --- grafische vormgeving --- landbouw --- multimedia --- informatiesystemen --- KI (kunstmatige intelligentie) --- computernetwerken --- computerkunde --- robots
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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Computer science. --- Cultural heritage. --- Multimedia information systems. --- Computer graphics. --- Application software. --- Computer Science. --- Computer Graphics. --- Computer Appl. in Social and Behavioral Sciences. --- Cultural Heritage. --- Multimedia Information Systems. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Cultural heritage --- Cultural patrimony --- Cultural resources --- Heritage property --- National heritage --- National patrimony --- National treasure --- Patrimony, Cultural --- Treasure, National --- Informatics --- Social sciences --- Multimedia systems. --- Data processing. --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Property --- World Heritage areas --- Information storage and retrieval systems --- Digital techniques --- Cultural property. --- Computer software
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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Social sciences (general) --- Sociology of cultural policy --- Demography --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- cultureel erfgoed --- analytische chemie --- biochemie --- grafische vormgeving --- informatica --- landbouw --- multimedia --- sociale wetenschappen
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