The Past As a Digital Playground.

This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving fro...

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Place / Publishing House:Oxford : : Archaeopress,, 2022.
©2022.
Year of Publication:2022
Language:English
Physical Description:1 online resource (123 pages)
Notes:Description based upon print version of record.
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spelling Bertoldi, Stefano.
The Past As a Digital Playground.
Oxford : Archaeopress, 2022.
©2022.
1 online resource (123 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Cover -- About Access Archaeology -- Title Page -- Copyright info -- Indice -- Introduzione -- (Re)living Vindolanda: Designing Educational Computer Games for Outdoor Environments -- Virtual Neapolis. Un'esperienza di visita immersiva in VR per le vie di Napoli -- Virtual tour di Poggio Bonizio: teoria, tecnologia e applicazioni dalla grafica 3d alla VR -- Archeologia, interazione, gioco: come il digitale ha mutato la disciplina. L'osservatorio di Archeovirtual -- Hold the Hut, il progetto di tutela e valorizzazione della capanna arcaica di San Chirico Nuovo (Potenza, Basilicata) -- A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives -- Archeodromo di Poggibonsi: un futuro "materiale" e "virtuale" -- La "fine" ed un nuovo inizio: il Metaverso in archeologia.
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
Description based on publisher supplied metadata and other sources.
Description based upon print version of record.
Archaeology
Social Science
Mariotti, Samanta.
Print version: Bertoldi, Stefano The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games Oxford : Archaeopress,c2022 9781803272665
language English
format eBook
author Bertoldi, Stefano.
spellingShingle Bertoldi, Stefano.
The Past As a Digital Playground.
Cover -- About Access Archaeology -- Title Page -- Copyright info -- Indice -- Introduzione -- (Re)living Vindolanda: Designing Educational Computer Games for Outdoor Environments -- Virtual Neapolis. Un'esperienza di visita immersiva in VR per le vie di Napoli -- Virtual tour di Poggio Bonizio: teoria, tecnologia e applicazioni dalla grafica 3d alla VR -- Archeologia, interazione, gioco: come il digitale ha mutato la disciplina. L'osservatorio di Archeovirtual -- Hold the Hut, il progetto di tutela e valorizzazione della capanna arcaica di San Chirico Nuovo (Potenza, Basilicata) -- A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives -- Archeodromo di Poggibonsi: un futuro "materiale" e "virtuale" -- La "fine" ed un nuovo inizio: il Metaverso in archeologia.
author_facet Bertoldi, Stefano.
Mariotti, Samanta.
author_variant s b sb
author2 Mariotti, Samanta.
author2_variant s m sm
author2_role TeilnehmendeR
author_sort Bertoldi, Stefano.
title The Past As a Digital Playground.
title_full The Past As a Digital Playground.
title_fullStr The Past As a Digital Playground.
title_full_unstemmed The Past As a Digital Playground.
title_auth The Past As a Digital Playground.
title_new The Past As a Digital Playground.
title_sort the past as a digital playground.
publisher Archaeopress,
publishDate 2022
physical 1 online resource (123 pages)
contents Cover -- About Access Archaeology -- Title Page -- Copyright info -- Indice -- Introduzione -- (Re)living Vindolanda: Designing Educational Computer Games for Outdoor Environments -- Virtual Neapolis. Un'esperienza di visita immersiva in VR per le vie di Napoli -- Virtual tour di Poggio Bonizio: teoria, tecnologia e applicazioni dalla grafica 3d alla VR -- Archeologia, interazione, gioco: come il digitale ha mutato la disciplina. L'osservatorio di Archeovirtual -- Hold the Hut, il progetto di tutela e valorizzazione della capanna arcaica di San Chirico Nuovo (Potenza, Basilicata) -- A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives -- Archeodromo di Poggibonsi: un futuro "materiale" e "virtuale" -- La "fine" ed un nuovo inizio: il Metaverso in archeologia.
isbn 1-80327-267-8
9781803272665
illustrated Not Illustrated
dewey-hundreds 900 - History & geography
dewey-tens 930 - History of ancient world (to ca. 499)
dewey-ones 930 - History of ancient world to ca. 499
dewey-full 930.1028
dewey-sort 3930.1028
dewey-raw 930.1028
dewey-search 930.1028
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