eCulture : cultural content in the digital age
Do virtual museums really provide added value to end-users, or do they just contribute to the abundance of images?Does the World Wide Web save endangered cultural heritage, or does it foster a society with less variety?How can information technology help to preserve the diversity of cultures in our...
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| Hlavní autor: | |
|---|---|
| Médium: | E-kniha Kniha |
| Jazyk: | angličtina |
| Vydáno: |
Berlin, Heidelberg
Springer
2009
Springer Berlin / Heidelberg Springer Berlin Heidelberg |
| Vydání: | 1 |
| Témata: | |
| ISBN: | 9783540752738, 3540752730 |
| On-line přístup: | Získat plný text |
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Obsah:
- Intro -- CONTENTS -- Part I -- Cultural Content and the Information Society -- 1.Digital Content -- 2. e-Society and the Social Divide -- 3. Quality Content -- 4. Digital Content and Creativity -- 5. Cultural Content -- 6. Digital Communications: the Role of Context -- 7. Cultural Diversity and Cultural Models -- 8. Content, Communication and Tools -- Part II -- The General Technological Framework -- 9. Native Digital Content -- 10. Datasets and Formats -- 11. Data Visualisation and Display Technologies -- 12. Interaction Design -- 13. Computer Games, Edutainment and Theme Parks -- 14. Customer Relationship Management -- 15. Smart Labels, Smart Tags and RFID -- 16. Standards and Protocols for Interoperability -- 17. Data Tags and the Semantic Web -- 18. Ambient Intelligence -- 19. Long-Term Preservation of Digital Archives -- 20. The Future: the Weave of the Digital Fabric -- Part III -- Exploitation, Applications and Services -- 21. Content, Communication and Tools -- 22. Exploitation, Applications and Services -- 23. Prioritisation in Digitalisation -- 24. Cataloguing Standards and Archiving Tools -- 25. Virtual Museum Networks -- 26. Unique Object ID -- 27. Different Channels and Platforms -- 28. Intellectual Property Rights -- 29. Technology and Privacy -- 30. Usability, Accessibility and Platforms -- 31. Content Repackaging -- 32. Experiencing Cultural Content -- 33. Cultural Tourism -- 34. Games and Edutainment Applications -- 35. Hands-On and Interactive Museums -- 36. Educational Market -- 37. Culture Counts: the Economic Dimension -- 38. Quality -- 39. Conclusions and Future Trends -- Subject Index

