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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… Plus…

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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… Plus…

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Playing with the Past (Human?Computer Interaction Series) - nouveau livre

2010, ISBN: 9781849965019

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ISBN: 9781849965019

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Informations détaillées sur le livre - Playing with the Past (Human?Computer Interaction Series)


EAN (ISBN-13): 9781849965019
Date de parution: 2010
Editeur: Springer
238 Pages
Langue: eng/Englisch

Livre dans la base de données depuis 2011-10-30T12:39:04+01:00 (Paris)
Page de détail modifiée en dernier sur 2024-02-19T15:11:12+01:00 (Paris)
ISBN/EAN: 9781849965019

ISBN - Autres types d'écriture:
978-1-84996-501-9
Autres types d'écriture et termes associés:
Titre du livre: playing with the past, playing the other, champion


Données de l'éditeur

Auteur: Erik Champion
Titre: Human–Computer Interaction Series; Playing with the Past
Editeur: Springer; Springer London
214 Pages
Date de parution: 2010-09-28
London; GB
Langue: Anglais
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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