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Title Advances in computational intelligence and robotics (ACIR) book series. — Virtual and augmented reality in education, art, and museums
Other creators Guazzaroni Giuliana ; Pillai Anitha S.,
Collection Электронные книги зарубежных издательств ; Общая коллекция
Subjects Virtual reality in education. ; Museums — Educational aspects. ; EBSCO eBooks
Document type Other
File type PDF
Language English
Rights Доступ по паролю из сети Интернет (чтение, печать, копирование)
Record key on1122691256
Record create date 8/9/2019

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"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"--.

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  • Title Page
  • Copyright Page
  • Book Series
  • Editorial Advisory Board and List of Reviewers
  • Table of Contents
  • Detailed Table of Contents
  • Foreword
  • Preface
  • Acknowledgment
  • 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
  • Compilation of References
  • About the Contributors
  • Index
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