All Stories

  1. Engaging institutions in crowdsourcing close-range photogrammetry models of urban cultural heritage
  2. Factors Influencing Engagement in Hybrid Virtual and Augmented Reality
  3. Social Augmented Reality: Communicating Via Cultural Heritage
  4. Harnessing Collective Differences in Crowdsourcing Behaviour for Mass Photogrammetry of 3D Cultural Heritage
  5. The Effects of VR Environments on the Acceptance, Experience, and Expectations of Cultural Heritage Learning
  6. Predicting Outcomes of Active Sessions Using Multi-action Motifs
  7. Art by Computing Machinery
  8. The First Original Copy and the Role of Blockchain in the Reproduction of Cultural Heritage
  9. Shift-Life Interactive Art: Mixed-Reality Artificial Ecosystem Simulation
  10. Social information landscapes
  11. Predicting consumer product demands via Big Data: the roles of online promotional marketing and online reviews
  12. Twitter Community Formation and Decline
  13. Observed methods of cuneiform tablet reconstruction in virtual and real world environments
  14. Local Interactions and the Emergence of a Twitter Small-World Network
  15. User Study on 3D Multitouch Interaction (3DMi) and Gaze on Surface Computing
  16. The development of a collaborative virtual environment for 3D reconstruction of cuneiform tablets
  17. Computer-assisted reconstruction of virtual fragmented cuneiform tablets
  18. FROM PRODUCT TO PROCESS: NEW DIRECTIONS IN DIGITAL HERITAGE
  19. Stigmergy in comparative settlement choice and palaeoenvironment simulation
  20. Living Virtual Heritage: Agents and Enhanced Environments
  21. The Value of Using Big Data Technologies in Computational Social Science
  22. The Value of Using Big Data Technologies in Computational Social Science
  23. Human Sensing for Tabletop Entertainment System
  24. Human Sensing for Tabletop Entertainment System
  25. Visual Heritage in the Digital Age
  26. Digital Heritage: Concluding Thoughts
  27. A Theoretical Framework for Stigmergetic Reconstruction of Ancient Text
  28. Seeing Things: Heritage Computing, Visualisation and the Arts and Humanities
  29. Connect and connectivity
  30. Simulation and Visualisation of Agent Survival and Settlement Behaviours in the Hunter-Gatherer Colonisation of Mesolithic Landscapes
  31. Time and a Place: A luni-solar 'time-reckoner' from 8th millennium BC Scotland
  32. Macro and micro environment for diversity of behaviour in artificial life simulation
  33. The Museum Environment: A Complex Community of Objects, People and Devices
  34. From Sites to Landscapes: How Computing Technology Is Shaping Archaeological Practice
  35. Experiential archaeology: Is virtual time travel possible?
  36. AN EFFICIENT SEGMENTATION ALGORITHM FOR ENTITY INTERACTION
  37. A BEHAVIORAL AGENT MODEL FOR SYNTHESIZING VEGETATION DISTRIBUTION PATTERNS ON 3D TERRAINS
  38. Modelling the Adaptability of Biological Systems
  39. Modelling the Adaptability of Biological Systems
  40. Enhancing Virtual Reality with Artificial Life: Reconstructing a Flooded European Mesolithic Landscape
  41. Screen design with dynamic symmetry: A discovery
  42. Screen design: a dynamic symmetry grid based approach
  43. Screen design: composing with dynamic symmetry
  44. An Artificial Life-Based Vegetation Modelling Approach for Biodiversity Research
  45. Can Duchampian and Darwinian Virtual Objects Ever Behave Themselves?
  46. The Mirror between Two Worlds
  47. An Artificial Life-Based Vegetation Modelling Approach for Biodiversity Research