Authors
Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis
Publication date
2017/4/26
Volume
2
Publisher
Springer
Description
There is tremendous interest among researchers and creative industries professionals for the development of virtual and augmented reality and gamification technologies for cultural heritage. To date, the major applications of these technologies include photogrammetric modeling, artifact-whole heritage site digitization, museum guides, and a wide range of virtual museum applications. Recently there has been a renewed rapid proliferation in virtual reality (VR) and augmented reality (AR)—together termed mixed reality (MR)—due to the renaissance in MR hardware (such as Oculus Rift, Google Cardboard, etc.) and respective intensive commitment from the ICT industrial sector (Google, Microsoft, Sony, Facebook, etc.) that propels this field dramatically by instilling “Presence”(feeling of being and doing there in the virtual or augmented world). To aid in this direction, recent advances in gamification (employment of …
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