000 03893nam a22005535i 4500
001 978-1-84996-501-9
003 DE-He213
005 20140220083737.0
007 cr nn 008mamaa
008 100929s2011 xxk| s |||| 0|eng d
020 _a9781849965019
_9978-1-84996-501-9
024 7 _a10.1007/978-1-84996-501-9
_2doi
050 4 _aQA76.76.A65
072 7 _aJ
_2bicssc
072 7 _aUB
_2bicssc
072 7 _aCOM018000
_2bisacsh
072 7 _aSOC000000
_2bisacsh
082 0 4 _a004
_223
100 1 _aChampion, Erik.
_eauthor.
245 1 0 _aPlaying with the Past
_h[electronic resource] /
_cby Erik Champion.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2011.
300 _aXXII, 214 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman-Computer Interaction Series,
_x1571-5035
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.
650 0 _aComputer science.
650 0 _aMultimedia systems.
650 0 _aSocial sciences
_xData processing.
650 0 _aInformation systems.
650 0 _aComputer aided design.
650 1 4 _aComputer Science.
650 2 4 _aComputer Appl. in Social and Behavioral Sciences.
650 2 4 _aComputer Appl. in Arts and Humanities.
650 2 4 _aMedia Design.
650 2 4 _aMultimedia Information Systems.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer-Aided Engineering (CAD, CAE) and Design.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781849965002
830 0 _aHuman-Computer Interaction Series,
_x1571-5035
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-84996-501-9
912 _aZDB-2-SCS
999 _c106496
_d106496