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Virtual and augmented reality in education, art, and museums Advances in computational intelligence and robotics (ACIR) book series./ [edited by] Giuliana Guazzaroni Anitha S. Pillai.

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dc.contributor.author Guazzaroni Giuliana
dc.contributor.author Pillai Anitha S.,
dc.date.accessioned 2024-01-29T21:42:45Z
dc.date.available 2024-01-29T21:42:45Z
dc.date.issued 2020
dc.identifier.citation Virtual and augmented reality in education, art, and museums Advances in computational intelligence and robotics (ACIR) book series. - 1 online resource - URL: https://libweb.kpfu.ru/ebsco/pdf/2291128.pdf
dc.identifier.isbn 1799817989
dc.identifier.isbn 9781799817987
dc.identifier.uri https://dspace.kpfu.ru/xmlui/handle/net/179794
dc.description Includes bibliographical references and index.
dc.description.abstract "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"--
dc.description.tableofcontents Section 1: Virtual and Augumented Reality in Education -- Chapter 1: Design Models for Developing Educational Virtual Reality Environments -- Chapter 2: Role of Immersive (XR) Technologies in Improving Healthcare Competencies -- Chapter 3: Nursing Education in the Era of Virtual Reality -- Chapter 4: Constructing Virtual Radio Center -- Chapter 5: Gamification -- Chapter 6: Ubiquitous Self -- Section 2: Virtual and Augmented Reality in Art and Museums -- Chapter 7: Reinventing Museums in 21st Century -- Chapter 8: Employing Digital Reality Technologies in Art Exhibitions and Museums -- 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 -- Chapter 11: Digit(al)isation in Museums -- Chapter 12: Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study -- 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 -- Chapter 14: Through Achille Castiglioni's Eyes -- Chapter 15: Where Is Hanuman? -- Chapter 16: An Augmented Reality (AR) Experience for Lorenzo Lotto
dc.language English
dc.language.iso en
dc.relation.ispartofseries Advances in computational intelligence and robotics (ACIR) book series
dc.relation.ispartofseries Advances in computational intelligence and robotics (ACIR) book series.
dc.subject.other Virtual reality in education.
dc.subject.other Museums -- Educational aspects.
dc.subject.other Museums -- Educational aspects.
dc.subject.other Virtual reality in education.
dc.subject.other Electronic books.
dc.title Virtual and augmented reality in education, art, and museums Advances in computational intelligence and robotics (ACIR) book series./ [edited by] Giuliana Guazzaroni Anitha S. Pillai.
dc.type Book
dc.description.pages 1 online resource
dc.collection Электронно-библиотечные системы
dc.source.id EN05CEBSCO05C454


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