Bertoldi stefano (51 Ergebnisse)

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Paperback. Zustand: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.…

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Paperback. Zustand: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.…

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Paperback. Zustand: new. Paperback. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage. This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

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Paperback. Zustand: Brand New. bilingual edition. 119 pages. Italian language. 10.75x8.00x0.50 inches. In Stock.

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Taschenbuch. Zustand: Neu. Neuware - The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.…

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Weitere Bilder- Hardcover
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Hardcover. Zustand: Good. 2019 Springer hardcover edition. Light reading wear, some waviness to top of pages else good condition. Contents: 1. Finding the Limits of the Limes: Setting the Scene by Philip Verhagen, Jamie Joyce, and Mark R. Groenhuijzen, 2. Current Trends in Roman Demography and Empirical Approaches to the Dynamics of the Limes Populations by Isabelle Seguy, 3. Modelling the Dynamics of Demography in the Dutch Roman Limes Zone: A Revised Model by Philip Verhagen, 4. Broad and Coarse: Modelling Demography, Subsistence and Transportation in Roman England by Tyler Franconi and Chris Green, 5. A Different Vision of Ancient Settlement Dynamics: Creation and Application of a Model of Evolution of Roman Settlement of the Plateau Lorrain (France) by Antonin Nusslein, 6. The Economic Archaeology of Roman Economic Performance by Willem M. Jongman, 7. Modelling Agricultural Strategies in the Dutch Roman Limes via Agent-Based Modelling (ROMFARMS) by Jamie Joyce, 8. The Economy of Laetanian Wine: A Conceptual Framework to Analyse an Intensive/Specialized Winegrowing Production System and Trade (First Century BC to Third Century AD) by Antoni Martin i Oliveras and Victor Revilla Calvo, 9. The Role of Forts in the Local Market System in the Lower Rhine: Towards a Method of Multiple Hypothesis Testing Through Comparative Modelling by Eli J. S. Weaverdyck, 10. A Multi-scalar Approach to Long-Term Dynamics, Spatial Relations and Economic Networks of Roman Secondary Settlements in Italy and the Ombrone Valley System (Southern Tuscany): Towards a Model? by Stefano Bertoldi, Gabriele Castiglia, and Angelo Castrorao Barba, 11. Modelling of Pathways and Movement Networks in Archaeology: An Overview of Current Approaches by Philip Verhagen, Laure Nuninger, and Mark R. Groenhuijzen, 12. Palaeogeographic-Analysis Approaches to Transport and Settlement in the Dutch Part of the Roman Limes by Mark R. Groenhuijzen, 13. Network Analysis to Model and Analyse Roman Transport and Mobility by Pau de Soto, 14. Footprints and Cartwheels on a Pixel Road: On the Applicability of GIS for the Modelling of Ancient (Roman) Routes by Cesar Parcero-Oubina, Alejandro Guimil-Farina, Joao Fonte, and Jose Manuel Costa-Garcia, 15. Rethinking Approaches for the Study of Urban Movement at Ostia by Katherine A. Crawford.…

Sprache: Italienisch
Verlag: Edizioni All'Insegna del Giglio in Firenze, 2019
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Brossura. Zustand: new. Sesto Fiorentino, 2019; br., pp. 138, ill. b/n e col., cm 21x29. (Biblioteca Dip. arch. e Storia Arti. Un. SI. 21). Il presente libro racconta, attraverso diversi approcci, l'evoluzione delle economie di mercato e di sussistenza della provincia di Siena, concentrando l'attenzione in particolare nel corso del I millennio dopo Cristo, ma che prosegue per alcuni aspetti anche al basso medioevo e all'età moderna. Lo studio è basato sui sistemi insediativi, dall'età romana all'alto medioevo, che hanno interessato il territorio provinciale, con particolare riferimento all'applicazione del cosiddetto Modello Toscano; sul ruolo delle arterie stradali terrestri e delle idrovie e sulla loro evoluzione nella suddetta cronologia; sui sistemi commerciali e produttivi della ceramica, adottando una analisi dei networks; sui modi, le pratiche e le tecniche agricole altomedievali nella val di Merse; sullo sfruttamento del suolo in alcuni contesti campione dall'entroterra alla costa; sul flusso di greggi e di uomini dagli appennini alle aree pianeggianti e climaticamente miti della provincia di Grosseto. L'approccio multi scalare basato su fonti diversificate ha come obiettivo la costruzione di un modello di economie integrate su un territorio caratterizzato da dinamiche complesse. Libro.…

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Paperback. Zustand: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.…

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Paperback. Zustand: new. Paperback. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage. This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

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Paperback. Zustand: New. Bilingual. The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.…

Sprache: mehrsprachig
Verlag: Edizioni All'Insegna del Giglio in Firenze, 2025
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Brossura. Zustand: new. A cura di Stefano Bertoldi e Luca Luppino. Testo Italiano e Inglese. Sesto Fiorentino, 2025; br., pp. 352, ill., cm 17x24. Libro.

Sprache: Italienisch
Verlag: All'Insegna del Giglio, Sesto Fiorentino, 2020
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Zustand: NEW. Sesto Fiorentino: All'Insegna del Giglio, 2020 9788878149373 Biblioteca del Dipartimento di archeologia e storia delle arti. Sezione archeologia Università di Siena 21 805 138 p. : ill. col. b/n, indice ; 29 cm. Il presente libro racconta, attraverso diversi approcci, l'evoluzione delle economie di mercato e di sussistenza della Provincia di Siena, concentrando l'attenzione in particolare nel corso del I millennio dopo Cristo, ma che prosegue per alcuni aspetti anche al Basso Medioevo e all'Età Moderna. Lo studio è basato sui sistemi insediativi, dall'Età Romana all'Alto Medioevo, che hanno interessato il territorio provinciale, con particolare riferimento all'applicazione del cosiddetto Modello Toscano; sul ruolo delle arterie stradali terrestri e delle idrovie e sulla loro evoluzione nella suddetta cronologia; sui sistemi commerciali e produttivi della ceramica, adottando una analisi dei networks; sui modi, le pratiche e le tecniche agricole altomedievali nella val di Merse; sullo sfruttamento del suolo in alcuni contesti campione dall'entroterra alla costa; sul flusso di greggi e di uomini dagli appennini alle aree pianeggianti e climaticamente miti della provincia di Grosseto. L'approccio multi scalare basato su fonti diversificate è il collante del presente studio, che ha come obiettivo la costruzione di un modello di economie integrate su un territorio, come la Provincia di Siena, caratterizzato da dinamiche complesse ma dotato di un "alto tasso di Ricerca Archeologica".…

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