| 000 | 03567nam a22005175i 4500 | ||
|---|---|---|---|
| 001 | 978-3-031-73823-4 | ||
| 003 | DE-He213 | ||
| 005 | 20251030114551.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 241129s2024 sz | s |||| 0|eng d | ||
| 020 |
_a9783031738234 _9978-3-031-73823-4 |
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| 024 | 7 |
_a10.1007/978-3-031-73823-4 _2doi |
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| 050 | 4 | _aLB1028.3 | |
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| 245 | 1 | 0 |
_aProceedings of the 2nd International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage _h[electronic resource] : _bEARTH 2023 / _cedited by Alessandro Luigini. |
| 250 | _a1st ed. 2024. | ||
| 264 | 1 |
_aCham : _bSpringer Nature Switzerland : _bImprint: Springer, _c2024. |
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| 300 |
_aVII, 306 p. 179 illus., 164 illus. in color. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aSpringer Series in Design and Innovation, _x2661-8192 ; _v36 |
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| 520 | _aThis book gathers peer-reviewed papers presented at the International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2023), held in Brixen, Italy, in June 2023. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, pedagogist, psychologist, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education. | ||
| 650 | 0 |
_aEducational technology. _957244 |
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| 650 | 0 | _aCultural property. | |
| 650 | 0 | _aComputer graphics. | |
| 650 | 1 | 4 |
_aDigital Education and Educational Technology. _968557 |
| 650 | 2 | 4 | _aCultural Heritage. |
| 650 | 2 | 4 | _aComputer Graphics. |
| 700 | 1 |
_aLuigini, Alessandro. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _988243 |
|
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer Nature eBook | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031738227 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031738241 |
| 830 | 0 |
_aSpringer Series in Design and Innovation, _x2661-8192 ; _v36 _966279 |
|
| 856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-73823-4 |
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