Show simple item record

dc.contributor.authorChampion, Erik
dc.date.accessioned2017-10-30T08:16:22Z
dc.date.available2017-10-30T08:16:22Z
dc.date.created2017-10-30T08:03:06Z
dc.date.issued2016
dc.identifier.citationChampion, E. 2016. The Missing Scholarship Behind Virtual Heritage Infrastructures, 14th Eurographics Workshop on Graphics and Cultural Heritage, Heritage Communications session, Oct 5-7 2016, pp. 57-65. Genova, Italy: GCH.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/57284
dc.identifier.doi10.2312/gch.20161383
dc.description.abstract

This theoretical position paper outlines four key issues blocking the development of effective 3D models that would be suitable for the aims and objectives of virtual heritage infrastructures. It suggests that a real-time game environment which composes levels at runtime from streaming multimédia components would offer advantages in terms of editing, customisation and personalisation. The paper concludes with three recommendations for virtual heritage infrastructures.

dc.titleThe Missing Scholarship Behind Virtual Heritage Infrastructures
dc.typeConference Paper
dcterms.source.startPage57
dcterms.source.endPage65
dcterms.source.titleProceedings of the Eurographics Workshop on Graphics and Cultural Heritage
dcterms.source.seriesProceedings of the Eurographics Workshop on Graphics and Cultural Heritage
dcterms.source.isbn978-3-03868-011-6
dcterms.source.conferenceEurographics Workshop on Graphics and Cultural Heritage
dcterms.source.placeGenoa Italy
curtin.departmentSchool of Media, Culture and Creative Arts
curtin.accessStatusFulltext not available


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record