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Books in the Springer Series on Cultural Computing series

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  • - A New Technology to Inform and Entertain
     
    £142.49

  • - A New Technology for Teaching and Learning
     
    £153.49

  • - A New Technology for Teaching and Learning
     
    £153.49

    This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool.The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education.Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.

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    £153.49

    This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets.Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more.The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

  • by Christina Chau
    £88.49

  • - Designing Adorable Products and Services
    by Masaaki Kurosu, Aaron Marcus & Ayako Hashizume
    £99.49

  • - Towards an Oral History of Digital Humanities
    by Andrew Flinn & Julianne Nyhan
    £50.99

  • - From an Emerging Technology to a Novel Creative Medium
     
    £131.99

    This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies.

  • by Brigid M. Costello
    £50.99

    Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.

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