| Digital Cultural Heritage in Education, Learning and Training (project) |
| ID |
Paper Title |
Author |
| 34 | Contextualizing 3D Cultural Heritage | James Lloyd |
| 38 | Crowdsourcing Cultural Heritage: from 3D modeling to the engagement of young generations | Laura Inzerillo |
| 48 | Educational creative use and reuse of digital cultural heritage data for Cypriot UNESCO monuments | Marinos Ioannides |
| 70 | Time-travelling with Mobile Augmented Reality: a Case Study on the Piazza dei Miracoli | Mihai Duguleana |
| Visualisation, VR and AR and Serious Games (project) |
| ID |
Paper Title |
Author |
| 18 | ‘Translation’ and fruition of an ancient book through virtual reality in the case of lost cultural heritage - Case study: “Inscriptiones” by Emmanuel Thesaurus | Sanaz Davardoust |
| 29 | An Interdisciplinary study on the ancient Egyptian Wines: The Egywine Project | Maria Rosa Guasch-Jané |
| 42 | Project iMARECULTURE: Advanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE | Dimitrios Skarlatos |
| 46 | ArchaeoInside: Multimodal Visualization of Augmented Reality and Interaction with Archaeological Artifacts | Manuella Kadar |
| 54 | DICE: Digital Immersive Cultural Environment | Stelios Thomopoulos |
| 65 | Immersivity and playability evaluation of a game experience in Cultural Heritage | Roberto Andreoli |
| 68 | Tirolcraft: The quest of children to playing the role of planners at a heritage protected town | Bruno Amaral de Andrade |
| 75 | Pervasive Game Utilizing WiFi Fingerprinting-based Localization | Filip Maly |