Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 1

Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 1
Title Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 1 PDF eBook
Author Giuseppe Amoruso
Publisher
Total Pages 568
Release 2016-03-21
Genre
ISBN 9781668428085

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Handbook of Research on Visual Computing and Emerging Geometrical Design Tools

Handbook of Research on Visual Computing and Emerging Geometrical Design Tools
Title Handbook of Research on Visual Computing and Emerging Geometrical Design Tools PDF eBook
Author Amoruso, Giuseppe
Publisher IGI Global
Total Pages 1035
Release 2016-04-11
Genre Design
ISBN 1522500308

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Visual computing and descriptive geometry are multidisciplinary fields addressing the handling of images, 3D models, and other computer graphics. These ideas are experiencing a revival due to emergent technologies and applications available to developers. Based in traditional forms of design and architecture, these fields are currently experiencing a bounty of new research based on old principles. The Handbook of Research on Visual Computing and Emerging Geometrical Design Tools seeks to add to this knowledge base by considering these technologies from a designer’s perspective rather than reiterating the principles of computer science. It combines aspects of geometry and representation with emerging tools for CAD, generation, and visualization while addressing the digital heritage of such fields. This book is an invaluable resource for developers, students of both graphic and computer-generated design, researchers, and designers.

Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 2

Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 2
Title Handbook of Research on Visual Computing and Emerging Geometrical Design Tools, VOL 2 PDF eBook
Author Giuseppe Amoruso
Publisher
Total Pages 580
Release 2016-03-21
Genre
ISBN 9781668428092

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Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage

Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage
Title Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage PDF eBook
Author Alessandro Luigini
Publisher Springer
Total Pages 773
Release 2019-03-22
Genre Computers
ISBN 3030122409

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This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education.

Digital Innovations in Architectural Heritage Conservation: Emerging Research and Opportunities

Digital Innovations in Architectural Heritage Conservation: Emerging Research and Opportunities
Title Digital Innovations in Architectural Heritage Conservation: Emerging Research and Opportunities PDF eBook
Author Brusaporci, Stefano
Publisher IGI Global
Total Pages 165
Release 2017-03-03
Genre Architecture
ISBN 1522524355

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The concept of conserving heritage for future generations is not a new idea. However, with recent digital advances, this task can be done much more efficiently and cultural properties can be better preserved for future populations. Digital Innovations in Architectural Heritage Conservation: Emerging Research and Opportunities highlights the most innovative trends in electronic preservation techniques. Featuring extensive coverage on relevant topics such as cultural complexities, participative heritage, architectural backgrounds, and virtual reconstruction, this is an ideal publication for all academicians, graduate students, engineers, and researchers interested in expanding their knowledge on current heritage conservation systems and practices.

Impact of Industry 4.0 on Architecture and Cultural Heritage

Impact of Industry 4.0 on Architecture and Cultural Heritage
Title Impact of Industry 4.0 on Architecture and Cultural Heritage PDF eBook
Author Bolognesi, Cecilia Maria
Publisher IGI Global
Total Pages 422
Release 2019-12-13
Genre Architecture
ISBN 1799812367

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In the modern age of the 4th Industrial Revolution, advancements in communication and connectivity are transforming the professional world as new technologies are being embedded into society. These innovations have triggered the development of a digitally driven world where adaptation is necessary. This is no different in the architectural field, where the changing paradigm has opened new methods and advancements that have yet to be researched. Impact of Industry 4.0 on Architecture and Cultural Heritage is a pivotal reference source that provides vital research on the application of new technological tools, such as digital modeling, within architectural design, and improves the understanding of the strategic role of Industry 4.0 as a tool to empower the role of architecture and cultural heritage in society. Moreover, the book provides insights and support concerned with advances in communication and connectivity among digital environments in different types of research and industry communities. While highlighting topics such as semantic processing, crowdsourcing, and interactive environments, this publication is ideally designed for architects, engineers, construction professionals, cultural researchers, academicians, and students.

Visual Computing

Visual Computing
Title Visual Computing PDF eBook
Author Frank Nielsen
Publisher
Total Pages 560
Release 2005
Genre Computers
ISBN 9781584504276

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From the Foreword by Professor Leonidas J. Guibas "Geometry, graphics, and vision all deal in some form with the shape of objects, their motions, as well as the transport of light and its interactions with objects. This book clearly shows how much they have in common and the kinds of synergies that occur when a common core of material is presented in a way that both serves and is enriched by all three disciplines. This book truly establishes bridges where they make the most impact: early on in a student's education. The book can also benefit graduate students and researchers across all parts of computer science that deal with modeling or interacting with the physical world. The material is methodically organized, the exposition is rigorous yet well-motivated with plenty of instructive examples." Visual Computing: Geometry, Graphics, and Vision is a concise introduction to common notions, methodologies, data structures, and algorithmic techniques arising in the mature fields of computer graphics, vision, and computational geometry. The central goal of the book is to provide a global and unified view of the rich interdisciplinary visual computing field. The book is written for undergraduate students and game development and graphics professionals. Lecturers in computer graphics and vision will also find it complementary and valuable. The book aims at broadening and fostering readers' knowledge of essential 3D techniques by providing a sizeable overall picture and describing essential concepts. Throughout the book, appropriate real world applications are covered to illustrate uses and generate interest in adjacent fields. The book also provides concise C++ code for common tasks that will be of interest to a broad audience of practitioners.