Work Cited

Foni, A. E., Papagiannakis, G., & Magnenat-Thalmann, N. (2010). A taxonomy of visualization strategies for cultural heritage applications. Journal on Computing and Cultural Heritage (JOCCH), 3(1), 1–21.

Kateros, S., Georgiou, S., Papaefthymiou, M., Papagiannakis, G., & Tsioumas, M. (2015). A comparison of gamified, immersive VR curation methods for enhanced presence and human-computer interaction in digital humanities. International Journal of Heritage in the Digital Era, 4(2), 221–233.

Lugmayr, A., & Piirto, M. (2006). Implementation of” Looney” designing an interactive game for children on FogScreens. In ACM SIGGRAPH 2006 Research posters (pp. 47–es).

Lugmayr, A., & Teras, M. (2015). Immersive interactive technologies in digital humanities: a review and basic concepts. Proceedings of the 3rd International Workshop on Immersive Media Experiences, 31–36.

Papagiannakis, G., Elissavet, G., Trahanias, P., & Tsioumas, M. (2014). Mixed-reality geometric algebra animation methods for gamified intangible heritage. International Journal of Heritage in the Digital Era, 3(4), 683–699.

Szabo, V. (2018). Apprehending the past: augmented reality, archives, and cultural memory. In The Routledge Companion to Media Studies and Digital Humanities (pp. 372–383). Routledge.

Szabo, V. (2021). Evaluating XR: Standards for an emerging DH medium. Digital Scholarship in the Humanities.

License

Icon for the Creative Commons Attribution-ShareAlike 4.0 International License

Digital Humanities Tools and Techniques II Copyright © 2022 by Mark Wachowiak, Ph.D. is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License, except where otherwise noted.

Share This Book