Page 40 - Anuario AC/E de cultura digital 2018
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[Yiyu] Yiyu Cai, Chor Ter Tay y Boon Keong Ngo, 3D Immersive and Interactive Learning, Singapur, Springer, 2013. DOI 10.1007/978-981-4021-90-6.
[Youngkyun] Youngkyun Baek, Ryan Ko y Tim Marsh (eds.), Trends and Applications of Serious Gaming and Social Media, Singapur, Springer, 2014. DOI 10.1007/978-981-4560-26-9.
[Zhang] N. Zhang, Y. Liu, W. Luo, Z. Shen y C. Guo, «Virtual reality based marine engineering English learning environment simulation re- search», 12th ICCWAMTIP Conference, IEEE, 2015, pp. 228-232.
Imágenes
• [ElMundo] http://www.elmundo.es/ tecnologia/2016/03/11/56e2fb3a268e3ef- c0b8b4670.html
• [CSU] http://psychology.colostate.edu/ cognitive/Dsim3.shtml
• [Visbox] http://www.visbox.com/products/ cave/
• [Inverse] https://www.inverse.com/arti- cle/16407-ar-in-the-workplace
• [5G-Media]http://www.5gmedia.eu/
• [Fortune]http://fortune.com/virtual-reali-
ty-business/
• [Inception] Inclusive Cultural Heritage in Eu- rope through 3D semantic modelling http:// www.inception-project.eu/
• [Maya]https://80.lv/vendors/maya-4/
• [RTVE]http://www.rtve.es/alacarta/ audios/palabra-de-ingeniero/palabra-inge- niero-holografia-20-09-17/4234769/
• [Mingyu]http://www.mdpi.com/1424- 8220/17/5/1141
                                                            CREATIVIDAD INMERSIVA, INMERSIVIDAD CREATIVA · JOSÉ MANUEL MENÉNDEZ Y DAVID JIMÉNEZ BERMEJO
Tendencias digitales para la cultura

















































































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