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  • © 2020

Visual Computing for Cultural Heritage

  • 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. Front Matter

    Pages i-ix
  2. Computer Graphics

    1. Front Matter

      Pages 1-1
    2. Computer Graphics for Archaeology

      • Filipe Castro, Christopher Dostal
      Pages 3-21
    3. Studying Illumination and Cultural Heritage

      • J. Happa, A. Artusi
      Pages 23-42
    4. High Dynamic Range in Cultural Heritage Applications

      • Demetris Marnerides, Vedad Hulusic, Kurt Debattista
      Pages 43-62
    5. Procedural Modeling for Cultural Heritage

      • António Coelho, Augusto Sousa, Fernando Nunes Ferreira
      Pages 63-81
  3. Computer Vision and Photogrammetry

    1. Front Matter

      Pages 83-83
    2. Providing Access to Old Greek Documents Using Keyword Spotting Techniques

      • Anastasios L. Kesidis, Basilis Gatos
      Pages 85-102
    3. Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis

      • Ioannis Rallis, Athanasios Voulodimos, Nikolaos Bakalos, Eftychios Protopapadakis, Nikolaos Doulamis, Anastasios Doulamis
      Pages 103-119
    4. Classification and Detection of Symbols in Ancient Papyri

      • Alexandros Haliassos, Panagiotis Barmpoutis, Tania Stathaki, Stephen Quirke, Anthony Constantinides
      Pages 121-140
  4. Extended Reality

    1. Front Matter

      Pages 159-159
    2. Tackling Problems of Marker-Based Augmented Reality Under Water

      • Jan ÄŒejka, Fotis Liarokapis
      Pages 205-224
    3. A True AR Authoring Tool for Interactive Virtual Museums

      • Efstratios Geronikolakis, Paul Zikas, Steve Kateros, Nick Lydatakis, Stelios Georgiou, Mike Kentros et al.
      Pages 225-242
  5. Serious Games

    1. Front Matter

      Pages 243-243
    2. Transforming Heritage Crafts to Engaging Digital Experiences

      • Nikolaos Partarakis, Xenophon Zabulis, Margherita Antona, Constantine Stephanidis
      Pages 245-262
    3. Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences

      • Stella Doukianou, Damon Daylamani-Zad, Ioannis Paraskevopoulos
      Pages 283-299

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

Bibliographic Information

Buy it now

Buying options

eBook USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access