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Visual Computing for Cultural Heritage

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Cover of 'Visual Computing for Cultural Heritage'

Table of Contents

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    Book Overview
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    Chapter 1 Computer Graphics for Archaeology
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    Chapter 2 Studying Illumination and Cultural Heritage
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    Chapter 3 High Dynamic Range in Cultural Heritage Applications
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    Chapter 4 Procedural Modeling for Cultural Heritage
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    Chapter 5 Providing Access to Old Greek Documents Using Keyword Spotting Techniques
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    Chapter 6 Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis
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    Chapter 7 Classification and Detection of Symbols in Ancient Papyri
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    Chapter 8 Image-Based Underwater 3D Reconstruction for Cultural Heritage: From Image Collection to 3D. Critical Steps and Considerations
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    Chapter 9 Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments
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    Chapter 10 Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-design Local Cultural Heritage Experiences
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    Chapter 11 Tackling Problems of Marker-Based Augmented Reality Under Water
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    Chapter 12 A True AR Authoring Tool for Interactive Virtual Museums
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    Chapter 13 Transforming Heritage Crafts to Engaging Digital Experiences
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    Chapter 14 Everyone Is not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences
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    Chapter 15 Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences
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    Chapter 16 Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification
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    Chapter 17 Exploring the Potential of Visually-Rich Animated Digital Storytelling for Cultural Heritage
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    Chapter 18 Digital Storytelling
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    Chapter 19 Storytelling in Virtual Museums: Engaging A Multitude of Voices
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    Chapter 20 Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications
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    Chapter 21 Relict–Interpolated–Extrapolated–Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction
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    Chapter 22 Preserving and Presenting Cultural Heritage Using Off-the-Shelf Software
Attention for Chapter 4: Procedural Modeling for Cultural Heritage
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Citations

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Chapter title
Procedural Modeling for Cultural Heritage
Chapter number 4
Book title
Visual Computing for Cultural Heritage
Published by
Springer, Cham, April 2020
DOI 10.1007/978-3-030-37191-3_4
Book ISBNs
978-3-03-037190-6, 978-3-03-037191-3
Authors

António Coelho, Augusto Sousa, Fernando Nunes Ferreira, Coelho, António, Sousa, Augusto, Ferreira, Fernando Nunes

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 12 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 25%
Researcher 2 17%
Unknown 7 58%
Readers by discipline Count As %
Design 2 17%
Computer Science 1 8%
Engineering 1 8%
Social Sciences 1 8%
Unknown 7 58%