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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 |