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dc.contributor.authorChampion, Erik Malcolmen_US
dc.contributor.editorChiara Eva Catalano and Livio De Lucaen_US
dc.date.accessioned2016-10-05T06:27:38Z
dc.date.available2016-10-05T06:27:38Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-011-6
dc.identifier.issn2312-6124
dc.identifier.urihttp://dx.doi.org/10.2312/gch.20161383
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20161383
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.subjectH.5.1 [Multimedia Information Systems]. Artificial
dc.subjectaugmented
dc.subjectand virtual realities
dc.subjectExperimentation
dc.subjectHuman Factors
dc.subjectTheory
dc.titleThe Missing Scholarship Behind Virtual Heritage Infrastructuresen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersHeritage Communications
dc.identifier.doi10.2312/gch.20161383
dc.identifier.pages57-65


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