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Visual Computing for Cultural Heritage

  • Book
  • © 2020

Overview

  • Enriches the readers understanding of image process and computer vision methods employed to interpret, represent, classify, summarize and comprehend cultural heritage content
  • Demonstrates innovative examples of accessing and interacting with cultural assets via AR, VR, games and storytelling
  • Reviews comprehensively the key recent research into visual computing for both tangible and intangible cultural heritage
  • Includes case studies that illustrate the capabilities as well as the limitations of digital heritage technologies
  • Equips readers to handle complex problems in cultural heritage offering innovative solutions

Part of the book series: Springer Series on Cultural Computing (SSCC)

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Table of contents (22 chapters)

  1. Computer Graphics

  2. Computer Vision and Photogrammetry

  3. Extended Reality

  4. Serious Games

Keywords

About this book

This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets.

Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling.

Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more.

The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.


Editors and Affiliations

  • Faculty of Informatics, Masaryk University, Brno, Czech Republic

    Fotis Liarokapis

  • University of West Attica, Athens, Greece

    Athanasios Voulodimos

  • National Technical University of Athens, Athens, Greece

    Nikolaos Doulamis

  • Dept of Electrical & Computer Eng, National Technical University of Athens, Athens, Greece

    Anastasios Doulamis

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