Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage


Book Description

This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education.




From Building Information Modelling to Mixed Reality


Book Description

This book reports on the latest advances in using BIM modelling to achieve the semantic enrichment of objects, allowing them to be used both as multidimensional databases – as comprehensive sources of information for finalizing various types of documentation in the building industry – and as modelling tools for the construction of virtual environments. Having advanced to a new stage of development, BIM modelling is now being applied in a range of increasingly complex contexts, and for various new purposes. This book examines the role that virtual reality and related technologies such as AI and IoT can play in preserving and disseminating our cultural heritage and built environment.




Handbook on Heritage, Sustainable Tourism and Digital Media


Book Description

Exploring the impact of the rise of digital media over the last few decades, this timely Handbook highlights the major role it plays in preserving and protecting heritage as well as its ability to promote and support sustainable tourism at heritage sites. Particularly relevant at this time due to the diffusion of smartphones and use of social media, chapters look at the experience and expectation of being ‘always on’, and how this interacts with heritage and tourism.




Research and Education in Urban History in the Age of Digital Libraries


Book Description

This book constitutes refereed proceedings of the Third International Workshop on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2023, held in Munich, Germany, during March 27-28, 2023. The 15 full papers presented were carefully reviewed and selected from 32 submissions. The papers are organized in the following topical sections: theory, methods, and systematization; data handling and data schemes; machine Learning and artificial Intelligence; visualization and presentation and education.




Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection


Book Description

This book constitutes the refereed post-conference proceedings of the 8th International Conference on Digital Heritage, EuroMed 2020, held virtually in November 2020. The 37 revised project papers and 30 revised short papers presented were carefully reviewed and selected from 326 submissions. The papers are on topics such as digital data acquisition technologies in CH/2D and 3D data capture methodologies and data processing; remote sensing for archaeology and cultural heritage management and monitoring; interactive environments and applications; reproduction techniques and rapid prototyping in CH; e-Libraries and e-Archives in cultural heritage; virtual museum applications (e-Museums and e-Exhibitions); visualisation techniques (desktop, virtual and augmented reality); storytelling and authoring tools; tools for education; 2D and 3D GIS in cultural heritage; and on-site and remotely sensed data collection.




Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0


Book Description

Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.




Business Intelligence and Modelling


Book Description

This book highlights interdisciplinary insights, latest research results, and technological trends in Business Intelligence and Modelling in fields such as: Business Intelligence, Business Transformation, Knowledge Dissemination & Implementation, Modeling for Logistics, Business Informatics, Business Model Innovation, Simulation Modelling, E-Business, Enterprise & Conceptual Modelling, etc. The book is divided into eight sections, grouping emerging marketing technologies together in a close examination of practices, problems and trends. The chapters have been written by researchers and practitioners that demonstrate a special orientation in Strategic Marketing and Business Intelligence. This volume shares their recent contributions to the field and showcases their exchange of insights.




Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education


Book Description

Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.




Cultural Heritage Education in the Everyday Landscape


Book Description

This book summarizes work being undertaken within the School Activates Resources—stitching the lost heritage of the suburbs (ScAR) project, which addressed cultural heritage in a broad sense, as a system of values identified by the populations and in constant evolution. This tangible and intangible heritage fuels the promotion of intergenerational and intercultural dialogue and represents an opportunity for resilient social and territorial development. The book ponders the experience gained and the points of view of the different disciplines involved, examines issues such as children and youth participation in civil life or education in cultural heritage and landscape, and presents real-world experiences of heritage education in everyday landscape in difficult contexts and/or concerning poorly recognized and valued cultural heritage.




Design Thinking and Innovation in Learning


Book Description

Acknowledging that empowering today’s learner to find innovative and enriching experiences brings about a deeper desire within them to learn and develop skills, this book showcases a combination of innovative educational practices and creative pedagogy techniques to demonstrate how educators can kick-start learning success.