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008 | 150903s2011 xxk| o |||| 0|eng d | ||
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_a9781849965019 _99781849965019 |
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024 | 7 |
_a10.1007/9781849965019 _2doi |
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_a201509030404 _bVLOAD _c201405050311 _dVLOAD _y201402061305 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aQA76.76.A65 | |
100 | 1 |
_aChampion, Erik. _eautor _9322503 |
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245 | 1 | 0 |
_aPlaying with the Past / _cby Erik Champion. |
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2011. |
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300 |
_axxii, 214 páginas _brecurso en línea. |
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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490 | 0 |
_aHuman-Computer Interaction Series, _x1571-5035 |
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500 | _aSpringer eBooks | ||
505 | 0 | _a1. Introducing Virtual Travel -- 2. Virtual Environments -- 3.Virtual Places -- 4. Cultural and Social Presence -- 5. Game-Style Interaction -- 6. Playing With The Past -- 7. Augmenting the Present With the Past -- 8. Evaluating Virtual Heritage -- 9. Conclusion -- Index. | |
520 | _aHow 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 meaningful and 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. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9781849965002 |
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_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84996-501-9 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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