Overview
- Explores a variety of ways in which computers are enabling us to use this new paradigm shift in experiencing art
- Presents topics ranging from virtual reality to holographic displays, and outlines how they are redefining the artistic experience
- Describes a selection of machine learning techniques to show that we can explore art in ways that are not possible just with our human capabilities
- Examines the way artists are using technology to push the current boundaries and the state of the art
Part of the book series: Studies in Computational Intelligence (SCI, volume 859)
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Table of contents(11 chapters)
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Gamification
About this book
This book presents a selection of approaches in various topics such as artificial intelligence, gamification, and virtual and augmented reality, and uses practical examples to show how they can be deployed in real-world scenarios. As such, it inspires a wide variety of stakeholders and helps them experience our common heritage through a new lens.
Editors and Affiliations
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Faculty of ICT, Department of Artificial Intelligence, University of Malta, Msida, Malta
Dylan Seychell, Alexiei Dingli
Bibliographic Information
Book Title: Rediscovering Heritage Through Technology
Book Subtitle: A Collection of Innovative Research Case Studies That Are Reworking The Way We Experience Heritage
Editors: Dylan Seychell, Alexiei Dingli
Series Title: Studies in Computational Intelligence
DOI: https://doi.org/10.1007/978-3-030-36107-5
Publisher: Springer Cham
eBook Packages: Intelligent Technologies and Robotics, Intelligent Technologies and Robotics (R0)
Copyright Information: Springer Nature Switzerland AG 2020
Hardcover ISBN: 978-3-030-36106-8Published: 14 April 2020
Softcover ISBN: 978-3-030-36109-9Published: 14 April 2021
eBook ISBN: 978-3-030-36107-5Published: 13 April 2020
Series ISSN: 1860-949X
Series E-ISSN: 1860-9503
Edition Number: 1
Number of Pages: XIX, 245
Number of Illustrations: 18 b/w illustrations, 77 illustrations in colour
Topics: Computational Intelligence, Artificial Intelligence, Technology and Digital Education