000 06705nam a2200157Ia 4500
020 _a3540752765
082 _a306.0285
_bRON
100 _aRonchi, Alfredo M.
245 _aEculture : cultural content in the digital age
260 _aLondon
_bSpringer
_c2009
300 _axxx,456p.
500 _aCONTENTS Part I Cultural Content and the Information Society 1 Digital Content3 2 e-Society and the Social Divide5 3 Quality Content9 4 Digital Content and Creativity13 5 Cultural Content15 5.1Tangible and Intangible Digital Heritage19 5.2 UNESCO's Intangible Heritage19 6 Digital Communication: the Role of Context21 7 Cultural Diversity and Cultural Models23 7.1 On Culture in a Worldwide Information Society26 8 Content, Communication and Tools33 8.1 Why is Digital Communication Revolutionary?33 8.2 Memetics and the Internet36 8.3 The Evolution of the Digital Species39 8.4 Historical Background42 8.5 Nonlinear Versus Linear, and Many Media Versus Just One Medium 49 8.6 Technology: From the Stylus to the Computer51 8.7 From Standalone Computers to the Internet and Wireless Communication 57 8.8 Digital Convergence and the History of Movies64 8.9 Information Transmission66 8.10 Some Concluding Remarks 68 References71 Part II The General Technological Framework 9 Native Digital Content81 9.1Data Creation81 9.2 Native Nondigital Content82 9.3 Data Acquisition and Digitisation83 10 Datasets and Formats101 10.1 Data Types101 10.2 Image Compression108 10.3 Archiving Tools and Standards109 10.4 Colours and Palettes109 10.5 The Most Popular Graphics File Formats110 11Data Visualisation and Display Technologies113 11.1 From Two-Dimensional to Three (and Higher)-Dimensional Views114 11.2 Computer Graphics and Virtual Reality118 11.3 Evolution of Virtual Reality119 11.4 Enhanced Reality131 11.5 Telepresence and Robots133 12 Interaction Design139 12.1Interaction Design and Affective Aspects142 12.2 Tyrannical or User-Friendly Technology?142 12.3 Expected Product Life and Life Cycles144 12.4 Sustainable Development of Menus and Options147 12.5 Accessibility149 12.6 Usability153- 13 Computer Games, Edutainment and Theme Parks155 13.Information Technology and the Young155 13.2 Computer Games and Digital Cultures156 13.3 Games 158 13.4 Interactivity and Immersivity160 13.5 Abstract Games160 13.6 Simulations161 13.7 Simulators, Dark Rides and Other Nonlinear Formats163 13.8 A Brief History of Computer Games169 13.9 The History of Computer Games Viewed From an Application Perspective 173 13.10 Other Kinds of Entertainment176 13.11 Creative Activities177 13.12 Smart Phones178 13.13 Theme Parks and High-Tech Shows179 14 Customer Relationship Management181 15 Smart Labels, Smart Tags and RF1D183 16 Standards and Protocols for Interoperability185 16.1More on Interoperability186 17 Data Tags and the Semantic Web 187 17.1Markup Languages and Data Tagging187 17.2 Content, Structure, Format and Reference189 17.3 Data and Metadata190 17.4 Semantic Web191 17.5 Advanced Online Services193 17.6 Advanced W3C Design and Evaluation199 18 Ambient Intelligence201 19 Long-Term Preservation of Digital Archives203 19.1Graffiti From the Digital Era203 19.2 Already Lost.. and To Be Lost205 19.3 Historical Background of Initiatives207 19.4 Digital Fragility: Problems and Issues208 19.5 The Rationale Behind Preservation210 19.6 Economy and Infrastructure213 19.7 Some Closing Remarks214 20 The Future: the Weave of the Digital Fabric219 20.1Predicting the Future219 20.2 Institutes for the Future 220 References223 Part III Exploitation, Applications and Services 21 Content, Communication and Tools237 21.1Culture, ICT and Emerging Technologies238 21.2 Which Role?238 21.3 Cultural Content238 21.4 Standards and Good Practices239 21.5 Sustainability and Economic Models239 21.6 Data Acquisition and Digital Preservation240 21.7 Comparing Classification Schemes 240 21.8 Data Structure and Interoperability 240 21.9 Maintenance of Large Databanks 240 21.10 Navigation Tools, Interfaces and Metaphors 241 21.11 Experiencing Cultural Heritage241 21.12 Information Policies : Frameworks and Intellectual Property Rights 242 21.13 Monument Conservation243 21.14 Education and Training243 22 Exploitation, Applications and Services245 22.1 Accessing European Cultural Heritage247 23 Prioritisation in Digitalisation249 24 Cataloguing Standards and Archiving Tools251 24.1Historical Background of Cataloguing252 24.2 Data Standards255 24.3 Searching for Items in the Catalogue 266 24.4 Some Basic Problems That Must be Solved When Cataloguing Historical Items266 24.5 Catalogues and Database Management Systems267 25 Virtual Museum Networks269 25.1MCN and the CIMI Initiative271 25.2 Recent Applications272 26 Unique Object ID277 26.1One of the Proposed Solutions279 27 Different Channels and Platforms283 28 Intellectual Property Rights287 28.1Introduction287 28.2 Copyleft287 28.3 Free Access289 28.4 Freeware289 28.5 Copyright290 28.6 Digital Uncertainties294 28.7 Image Scanning and Image Security294 28.8 The Malaysian Experiment296 28.9 Creative Commons300 28.10 The Products304 28.11 Creativity, Production and Market305 28.12 Final Considerations305 28.13 Digital Rights Management and Clearance306 28.14 Protecting Rights307 28.15 Digital Object Identifiers310 29 Technology and Privacy313 29.1Privacy and Personal Data Management314 30 Usability, Accessibility and Platforms317 31 Content Repackaging321 31.1 The Evolution of Hypertext Markup324 32 Experiencing Cultural Content325 32.1Impact of the Interface on the Enjoyment of Cultural Content332 32.2 A Quick Overview334 32.3 Advanced Interaction Models for Cultural Content341 33 Cultural Tourism359 33.1 Application Trends363 34 Games and Edutainment Applications375 35 Hands-On and Interactive Museums379 35.1 Science and Technology Museums380 35.2 Theme Parks383 35.3 From Conventional to Hi-Tech Exhibits393 36 Educational Market 395 36.1 The Role of Memory Institutions398 37 Culture Counts: the Economic Dimension401 37.1Some of the Basic Conditions Required to Develop the Cultural Heritage Market 404 37.2 Cultural Heritage as Value Generator in a Post-Industrial Economy 405 37.3 Economic Promotion of Cultural Heritage: Problems and Issues411 37.4 Cultural Services and Markets412 37.5 Emerging Professional Profiles413 37.6 Cultural Services and Markets: the Challenge415 37.7 The European ICT Market418 37.8 A European Knowledge Society 420 37.9 The Challenge: Fostering Creativity421 37.10 The Art Market and Digital Media423 38 Quality427 38.1 Affective Quality430 39 Conclusions and Future Trends435 References437 Subject Index 453
890 _aUnited Kingdom
891 _aFAH - MAJ
999 _c9201
_d9201
650 _aEarthwork
_aVirtual museums
_aCultural property--Protection
_aArchival materials--Digitization
_aDigital preservation
_aInformation technology--Social aspects
650 _aEĢcologie sociale -- Inde
650 _aEnvironnement -- Politique gouvernementale -- Aspect social -- Inde
650 _a4290 ecology: general
650 _aEnvironmental policy -- Social aspects.
650 _aSocial ecology.