dc.contributor.author | Champion, Erik Malcolm | en_US |
dc.contributor.editor | Chiara Eva Catalano and Livio De Luca | en_US |
dc.date.accessioned | 2016-10-05T06:27:38Z | |
dc.date.available | 2016-10-05T06:27:38Z | |
dc.date.issued | 2016 | |
dc.identifier.isbn | 978-3-03868-011-6 | |
dc.identifier.issn | 2312-6124 | |
dc.identifier.uri | http://dx.doi.org/10.2312/gch.20161383 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/gch20161383 | |
dc.description.abstract | This theoretical position paper outlines four key issues blocking the development of effective 3D models that would be suitable for the aims and objectives of virtual heritage infrastructures. It suggests that a real-time game environment which composes levels at runtime from streaming multimédia components would offer advantages in terms of editing, customisation and personalisation. The paper concludes with three recommendations for virtual heritage infrastructures. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | H.5.1 [Multimedia Information Systems]. Artificial | |
dc.subject | augmented | |
dc.subject | and virtual realities | |
dc.subject | Experimentation | |
dc.subject | Human Factors | |
dc.subject | Theory | |
dc.title | The Missing Scholarship Behind Virtual Heritage Infrastructures | en_US |
dc.description.seriesinformation | Eurographics Workshop on Graphics and Cultural Heritage | |
dc.description.sectionheaders | Heritage Communications | |
dc.identifier.doi | 10.2312/gch.20161383 | |
dc.identifier.pages | 57-65 | |