Virtual and Augmented Reality in Education, Art, and Museums

Virtual and Augmented Reality in Education, Art, and Museums

Noted as an IGI Global Core Reference Title in Computer Science & IT for 2019.

Giuliana Guazzaroni (Università Politecnica delle Marche, Italy) and Anitha S. Pillai (Hindustan Institute of Technology and Science, India)
Release Date: November, 2019|Copyright: © 2020 |Pages: 385
DOI: 10.4018/978-1-7998-1796-3
ISBN13: 9781799817963|ISBN10: 1799817962|EISBN13: 9781799817987|ISBN13 Softcover: 9781799817970
Hardcover:
Available
$225.00
TOTAL SAVINGS: $225.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
E-Book:
(Multi-User License)
Available
$202.50
List Price: $225.00
10% Discount:-$22.50
TOTAL SAVINGS: $22.50
Benefits
  • Multi-user license (no added fee)
  • Immediate access after purchase
  • No DRM
  • ePub with PDF download
Hardcover +
E-Book:
(Multi-User License)
Available
$270.00
TOTAL SAVINGS: $270.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
  • Multi-user license (no added fee)
  • Immediate access after purchase
  • No DRM
  • ePub with PDF download
Softcover:
Available
$170.00
TOTAL SAVINGS: $170.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
OnDemand:
(Individual Chapters)
Available
$37.50
TOTAL SAVINGS: $37.50
Benefits
  • Purchase individual chapters from this book
  • Immediate PDF download after purchase or access through your personal library
Description & Coverage
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.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Artificial Intelligence
  • Deep Learning
  • Digital Heritage
  • E-Learning
  • Gaming
  • Machine Learning
  • Museums
  • Online Learning
  • Social Media
  • Special Education
  • Virtual Reality
Table of Contents
Search this Book:
Reset
Peer Review Process
The peer review process is the driving force behind all IGI Global books and journals. All IGI Global reviewers maintain the highest ethical standards and each manuscript undergoes a rigorous double-blind peer review process, which is backed by our full membership to the Committee on Publication Ethics (COPE). The full publishing process and peer review are conducted within the IGI Global eEditorial Discovery® online submission system and on average takes 30 days. Learn More
Ethics & Malpractice
IGI Global affirms that ethical publication practices are critical to the successful development of knowledge. Therefore, it is the policy of IGI Global to maintain high ethical standards in all publications. These standards pertain to all books, journals, chapters, and articles accepted for publication. This is in accordance with standard scientific principles and IGI Global’s position as a source of scientific knowledge. Learn More
Archiving
All of IGI Global's content is archived via the CLOCKSS and LOCKSS initiative. Additionally, all IGI Global published content is available in IGI Global's InfoSci® platform.