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A phygital approach to cultural heritage: augmented reality at Regaleira

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A phygital approach to cultural heritage: augmented reality at Regaleira

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Andrade, JG.; Dias, P. (2020). A phygital approach to cultural heritage: augmented reality at Regaleira. Virtual Archaeology Review. 11(22):15-25. https://doi.org/10.4995/var.2020.11663

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10251/138331

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Título: A phygital approach to cultural heritage: augmented reality at Regaleira
Otro titulo: Un enfoque figital al patrimonio cultural: la realidad aumentada en Regaleira
Autor: Andrade, José Gabriel Dias, Patrícia
Fecha difusión:
Resumen:
[EN] In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests ...[+]


[ES] En las últimas dos décadas, la sociedad contemporánea ha conceptualizado y discutido en torno a la suposición de que las tecnologías digitales son su característica más definitoria. La versión de Jean Baudrillard sobre ...[+]
Palabras clave: Phygital , Cultural heritage , Digital media , Augmented reality (AR) , AR apps , Figital , Patrimonio cultural , Medios digitales , Realidad aumentada (RA) , Aplicaciones de RA
Derechos de uso: Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
Fuente:
Virtual Archaeology Review. (eissn: 1989-9947 )
DOI: 10.4995/var.2020.11663
Editorial:
Universitat Politècnica de València
Versión del editor: https://doi.org/10.4995/var.2020.11663
Tipo: Artículo

References

Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14(4), 255-275. http://dx.doi.org/10.1007/s10055-010-0177-3

Ardisonno, L., Kufflik, T., & Petrelli, D. (2012). Personalization in cultural heritage: the road travelled and the one ahead. User Model User-Adapter Interaction, 22(1-2), 73-99. https://doi.org/10.1007/s11257-011-9104-x

Bardin, L. (2011). Análise de Conteúdo. S. Paulo: Edições 70. [+]
Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14(4), 255-275. http://dx.doi.org/10.1007/s10055-010-0177-3

Ardisonno, L., Kufflik, T., & Petrelli, D. (2012). Personalization in cultural heritage: the road travelled and the one ahead. User Model User-Adapter Interaction, 22(1-2), 73-99. https://doi.org/10.1007/s11257-011-9104-x

Bardin, L. (2011). Análise de Conteúdo. S. Paulo: Edições 70.

Barrile, V., Fotia, A., Bilotta, G., & Carlo, D. (2019). Integration of geomatics methodologies and creation of a cultural heritage app using augmented reality. Virtual Archaeology Review, 10(20), 40-51. https://doi.org/10.4995/var.2019.10361.

Baudrillard, J. (1994). Simulacra and Simulation. Michigan: University of Michigan Press. https://doi.org/10.3998/mpub.9904

Blanco-Pons, S., Carrión-Ruiz, B., Lerma, J., & Villaverde, V. (2019). Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain) Journal of Cultural Heritage, 39, 177-185. https://doi.org/10.1016/j.culher.2019.03.014

Brumana, R., Oreni, D., Caspani, S., & Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review, 9(19), 34-49. https://doi.org/10.4995/var.2018.9918

Castells, M. (2005). A era da informação: Economia, Sociedade e Cultura. Volume I: A sociedade em rede (p. 489). Lisboa: Fundação Calouste Gulbenkian.

Cortimiglia, M. N., Ghezzi, A., & Renga, F. (2011). Social applications: revenue models, delivery channels, and critical success factors: An exploratory study and evidence from the Spanish-speaking market. Journal of Theoretical and Applied Electronic Commerce Research, 6, 108-22. http://dx.doi.org/10.4067/S0718-18762011000200010

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