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Virtual and Augmented Reality in Education, Art, and Museums

Virtual and Augmented Reality in Education, Art, and Museums
Author(s)/Editor(s): Giuliana Guazzaroni (Università Politecnica delle Marche, Italy)and Anitha S. Pillai (Hindustan Institute of Technology and Science, India)
Copyright: ©2020
DOI: 10.4018/978-1-7998-1796-3
ISBN13: 9781799817963
ISBN10: 1799817962
EISBN13: 9781799817987

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View Virtual and Augmented Reality in Education, Art, and Museums on the publisher's website for pricing and purchasing information.


Description

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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Author's/Editor's Biography

Giuliana Guazzaroni (Ed.)

Giuliana Guazzaroni is a Technology Enhanced Learning Ph.D. She has developed EMMAP (Emotional Mapping of Museum Augmented Places) an interactive format for Museums, Archaeological Parks, Art Galleries etc. The Presidential Medal of the Italian Republic awarded her researches. She has used E-Learning environments, integrating learning objects with mobile devices, to create unique learning experiences where the participant interacts in a place, at the same time, authentic and augmented by the use of different media. She studies and develops Virtual or Augmented Reality systems useful in treating mental health, including VR 360 movies. She has published scientific articles on the themes of E-Learning, Augmented and Virtual reality, Virtual and augmented learning environments, Virtual and Augmented Reality in Mental Health Treatment. She has a degree in Foreign Languages (Università di Macerata), a master degree in Technologies and Methodologies of E-Learning (Università di Verona) and a Ph.D in Engineering Sciences, Curriculum E-Learning (Università Politecnica delle Marche).



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