Details
Title | Advances in computational intelligence and robotics (ACIR) book series. — Virtual and augmented reality in education, art, and museums |
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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 | |
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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Group | Anonymous |
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Network | Internet |
"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"--.
Network | User group | Action |
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ILC SPbPU Local Network | All |
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Internet | Authorized users SPbPU |
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Internet | Anonymous |
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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