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Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
Virtual reality in archaeology. --- Archaeology --- Virtual reality
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Virtual reality in archaeology --- Archaeology --- Data processing
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Archaeology --- Virtual reality in archaeology --- Data processing --- Computer simulation --- Methodology
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Archaeology --- Imaging systems in archaeology. --- Virtual reality in archaeology. --- Computer simulation. --- Data processing. --- Imaging systems in archaeology --- Virtual reality in archaeology --- Archaeological imaging systems --- Archeology --- Anthropology --- Auxiliary sciences of history --- History --- Antiquities --- Computer simulation --- Data processing
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Archaeology --- Archaeology --- Excavations (Archaeology) --- Imaging systems in archaeology --- Virtual reality in archaeology --- Computer simulation --- Data processing --- Computer simulation
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Virtual reality in archaeology --- Réalité virtuelle en archéologie --- Congresses --- Congrès --- 930.1 --- History Archaeology --- Réalité virtuelle en archéologie --- Congrès
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This volume of original chapters written by experts in the field offers a snapshot of how historical built spaces, past cultural landscapes, and archaeological distributions are currently being explored through computational social science. It focuses on the continuing importance of spatial and spatio-temporal pattern recognition in the archaeological record, considers more wholly model-based approaches that fix ideas and build theory, and addresses those applications where situated human experience and perception are a core interest. Reflecting the changes in computational technology over the
Spatial analysis (Statistics) in archaeology. --- Archaeology --- Virtual reality in archaeology. --- Computer simulation. --- Archeology --- Anthropology --- Auxiliary sciences of history --- History --- Antiquities --- Methodology
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Virtual reality in archaeology --- Three-dimensional imaging --- Réalité virtuelle en archéologie --- Imagerie tridimensionnelle --- Congresses. --- Congresses. --- Congrès --- Congrès
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Archaeology --- Archaeology --- Archaeology --- Cultural property --- Imaging systems in archaeology --- Museums --- Virtual reality in archaeology --- Computer simulation --- Data processing --- Documentation --- Protection --- Technological innovations
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MUSINT is an interactive museological network devoted to the Tuscan archaeological collections which enables the creation of an innovative display itinerary through the collections of Aegean and Cypriot antiquities, so that exhibits originating from different museum institutions can be appreciated. This has led to the creation of a "museum of museums" which responds to the need to offer a display system that can be "visited" by a broad and variegated public. The arrangement of the book itself reflects the true nature of the MUSINT project and its character as a research worksite, enhanced by past experience, and a bridge for the appreciation of new perspectives within a scientific, technological and cultural universe that is open and in continual movement.
Virtual museums --- Virtual reality in archaeology. --- Virtual reality in higher education. --- Museums --- Antiquities --- Technological innovations --- Data processing. --- MUSINT (Project) --- Aegean Sea. --- Cyprus --- Antiquities --- Data processing.
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