Virtual and augmented reality in education, art, and museums:
"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."
Gespeichert in:
Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, PA, USA
IGI Global
[2020]
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Schriftenreihe: | Advances in computational intelligence and robotics (ACIR) book series
|
Schlagworte: | |
Online-Zugang: | DE-12 DE-1050 DE-573 DE-898 DE-1049 DE-20 DE-706 DE-83 Volltext |
Zusammenfassung: | "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." Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that 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. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students. |
Beschreibung: | Aus der CIP-Aufnahme: "Giuliana Guazzaroni and Anitha S. Pillai, editors" |
Beschreibung: | 1 Online-Ressource (xxv, 385 Seiten) |
ISBN: | 9781799817987 |
DOI: | 10.4018/978-1-7998-1796-3 |
Internformat
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520 | 3 | |a Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that 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. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students. | |
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Datensatz im Suchindex
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id | DE-604.BV046253571 |
illustrated | Not Illustrated |
indexdate | 2024-07-20T06:38:20Z |
institution | BVB |
isbn | 9781799817987 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031631743 |
oclc_num | 1128836205 |
open_access_boolean | |
owner | DE-1050 DE-1049 DE-91 DE-BY-TUM DE-12 DE-20 DE-573 DE-898 DE-BY-UBR DE-706 DE-83 |
owner_facet | DE-1050 DE-1049 DE-91 DE-BY-TUM DE-12 DE-20 DE-573 DE-898 DE-BY-UBR DE-706 DE-83 |
physical | 1 Online-Ressource (xxv, 385 Seiten) |
psigel | ZDB-98-IGB ZDB-1-IGE ZDB-98-IGB FHD01_IGB_Kauf ZDB-1-IGE ZDB-1-IGE19 ZDB-98-IGB TUB_EBS_IGB |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | IGI Global |
record_format | marc |
series2 | Advances in computational intelligence and robotics (ACIR) book series |
spelling | Virtual and augmented reality in education, art, and museums Giuliana Guazzaroni (Università Politecnica delle Marche, Italy), Anitha S. Pillai (Hindustan Institute of Technology and Science, India) Hershey, PA, USA IGI Global [2020] 1 Online-Ressource (xxv, 385 Seiten) txt rdacontent c rdamedia cr rdacarrier Advances in computational intelligence and robotics (ACIR) book series Aus der CIP-Aufnahme: "Giuliana Guazzaroni and Anitha S. Pillai, editors" "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." Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that 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. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students. Virtual reality in education Museums / Educational aspects Museums / Educational aspects fast Virtual reality in education fast Guazzaroni, Giuliana 1968- (DE-588)1206934018 edt Pillai, Anitha S. 1967- (DE-588)1206934034 edt Erscheint auch als Druck-Ausgabe, Hardcover 978-1-7998-1796-3 Erscheint auch als Druck-Ausgabe, Softcover 978-1-7998-1797-0 https://doi.org/10.4018/978-1-7998-1796-3 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Virtual and augmented reality in education, art, and museums Virtual reality in education Museums / Educational aspects Museums / Educational aspects fast Virtual reality in education fast |
title | Virtual and augmented reality in education, art, and museums |
title_auth | Virtual and augmented reality in education, art, and museums |
title_exact_search | Virtual and augmented reality in education, art, and museums |
title_full | Virtual and augmented reality in education, art, and museums Giuliana Guazzaroni (Università Politecnica delle Marche, Italy), Anitha S. Pillai (Hindustan Institute of Technology and Science, India) |
title_fullStr | Virtual and augmented reality in education, art, and museums Giuliana Guazzaroni (Università Politecnica delle Marche, Italy), Anitha S. Pillai (Hindustan Institute of Technology and Science, India) |
title_full_unstemmed | Virtual and augmented reality in education, art, and museums Giuliana Guazzaroni (Università Politecnica delle Marche, Italy), Anitha S. Pillai (Hindustan Institute of Technology and Science, India) |
title_short | Virtual and augmented reality in education, art, and museums |
title_sort | virtual and augmented reality in education art and museums |
topic | Virtual reality in education Museums / Educational aspects Museums / Educational aspects fast Virtual reality in education fast |
topic_facet | Virtual reality in education Museums / Educational aspects |
url | https://doi.org/10.4018/978-1-7998-1796-3 |
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