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Virtual and augmented reality in education, art, and museums / Giuliana Guazzaroni and Anitha S. Pillai, editors.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Guazzaroni, Giuliana, 1968- author.
Contributor:
Guazzaroni, Giuliana, 1968- editor.
Pillai, Anitha S., 1967- editor.
Language:
English
Subjects (All):
Virtual reality in education.
Museums--Educational aspects.
Museums.
Physical Description:
29 PDFs (385 pages)
Edition:
1st ed.
Place of Publication:
Hershey, Pennsylvania : IGI Global, [2020]
System Details:
Mode of access: World Wide Web.
Summary:
"This book explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education"-- Provided by publisher.
Contents:
Section 1. Virtual and augumented reality in education. Chapter 1. Design models for developing educational virtual reality environments: a systematic review ; Chapter 2. Role of immersive (XR) technologies in improving healthcare competencies: a review ; Chapter 3. Nursing education in the era of virtual reality ; Chapter 4. Constructing virtual radio center: providing visuality to sounds ; Chapter 5. Gamification: to engage is to learn ; Chapter 6. Ubiquitous self: from self-portrait to selfie
Section 2. Virtual and augmented reality in art and museums. Chapter 7. Reinventing museums in 21st century: implementing augmented reality and virtual reality technologies alongside social media's logics ; Chapter 8. Employing digital reality technologies in art exhibitions and museums: a global survey of best practices and implications ; Chapter 9. Challenges of mobile augmented reality in museums and art galleries for visitors suffering from vision, speech, and learning disabilities ; Chapter 10. Role of emotions in interactive museums: how art and virtual reality affect emotions ; Chapter 11. Digit(al)isation in museums: civitas project AR, VR, multisensorial and multiuser experiences at the Urbino's Ducal Palace ; Chapter 12. Evaluating augmented and virtual reality in education through a user-centered comparative study: smartmarca project
Section 3. Virtual and augmented reality in education, art, and museums: case studies. Chapter 13. Employing real-time game technology for immersive experience (VR and videogames) for all at MAIO museum: museum of WWII stolen artworks ; Chapter 14. Through Achille Castiglioni's eyes: two immersive virtual experiences ; Chapter 15. Where is hanuman?: hindu mythology, transmigration, and the design process of immersive experiences in museums ; Chapter 16. An augmented reality (AR) experience for Lorenzo Lotto.
Notes:
Description based on print version record.
Includes bibliographical references and index.
ISBN:
9781799817987
OCLC:
1122691256

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