000 | 00605nam a2200193Ia 4500 | ||
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999 |
_c21823 _d21823 |
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008 | 161214s9999 xx 000 0 und d | ||
020 |
_a9781849965002 _chbk |
||
082 |
_a004.019 _bCHA |
||
100 | _aChampion, Erik | ||
245 | 0 | _aPlaying with the past | |
260 |
_aLondon: _bSpringer, _c2011 |
||
300 |
_axxi, 214 p.; _bill.: _c25 cm. |
||
365 |
_aEURO _b79.95, Rs. 4432.43 |
||
490 | _aHuman-computer interaction series | ||
520 | _aHow can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constr. | ||
650 | _aCultural property - Digitization - Case studies | ||
650 | _aHuman-computer interaction | ||
650 | _aInteractive computer systems | ||
650 | _aVirtual reality | ||
650 | _aMultimedia systems | ||
650 | _aApplication software | ||
650 | _aComputer-aided engineering | ||
942 |
_2ddc _cBK |