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003 MX-SnUAN
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008 150903s2011 xxk| o |||| 0|eng d
020 _a9781849965019
_99781849965019
024 7 _a10.1007/9781849965019
_2doi
035 _avtls000344741
039 9 _a201509030404
_bVLOAD
_c201405050311
_dVLOAD
_y201402061305
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQA76.76.A65
100 1 _aChampion, Erik.
_eautor
_9322503
245 1 0 _aPlaying with the Past /
_cby Erik Champion.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2011.
300 _axxii, 214 páginas
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
490 0 _aHuman-Computer Interaction Series,
_x1571-5035
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
776 0 8 _iEdición impresa:
_z9781849965002
856 4 0 _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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999 _c291286
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