© 2020

Visual Computing for Cultural Heritage

  • Fotis Liarokapis
  • Athanasios Voulodimos
  • Nikolaos Doulamis
  • Anastasios Doulamis

Part of the Springer Series on Cultural Computing book series (SSCC)

Table of contents

  1. Front Matter
    Pages i-ix
  2. Computer Graphics

    1. Front Matter
      Pages 1-1
    2. Filipe Castro, Christopher Dostal
      Pages 3-21
    3. J. Happa, A. Artusi
      Pages 23-42
    4. Demetris Marnerides, Vedad Hulusic, Kurt Debattista
      Pages 43-62
    5. António Coelho, Augusto Sousa, Fernando Nunes Ferreira
      Pages 63-81
  3. Computer Vision and Photogrammetry

    1. Front Matter
      Pages 83-83
    2. Anastasios L. Kesidis, Basilis Gatos
      Pages 85-102
    3. Ioannis Rallis, Athanasios Voulodimos, Nikolaos Bakalos, Eftychios Protopapadakis, Nikolaos Doulamis, Anastasios Doulamis
      Pages 103-119
    4. Alexandros Haliassos, Panagiotis Barmpoutis, Tania Stathaki, Stephen Quirke, Anthony Constantinides
      Pages 121-140
  4. Extended Reality

    1. Front Matter
      Pages 159-159
    2. Jan Čejka, Fotis Liarokapis
      Pages 205-224
    3. Efstratios Geronikolakis, Paul Zikas, Steve Kateros, Nick Lydatakis, Stelios Georgiou, Mike Kentros et al.
      Pages 225-242
  5. Serious Games

    1. Front Matter
      Pages 243-243
    2. Nikolaos Partarakis, Xenophon Zabulis, Margherita Antona, Constantine Stephanidis
      Pages 245-262
    3. Stella Doukianou, Damon Daylamani-Zad, Ioannis Paraskevopoulos
      Pages 283-299

About this book


This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets.

Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling.

Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more.

The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.


3D modelling 3D reconstruction Computer graphics Computer vision Virtual reality Augmented reality Serious games for cultural heritage

Editors and affiliations

  • Fotis Liarokapis
    • 1
  • Athanasios Voulodimos
    • 2
  • Nikolaos Doulamis
    • 3
  • Anastasios Doulamis
    • 4
  1. 1.Faculty of InformaticsMasaryk UniversityBrnoCzech Republic
  2. 2.University of West AtticaAthensGreece
  3. 3.National Technical University of AthensAthensGreece
  4. 4.Dept of Electrical & Computer EngNational Technical University of AthensAthensGreece

Bibliographic information

Industry Sectors
IT & Software