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, Anitha S. Pillai
Indexed In: SCOPUS
Release Date: November, 2019|Copyright: © 2020 |Pages: 385
DOI: 10.4018/978-1-7998-1796-3
ISBN13: 9781799817963|ISBN10: 1799817962|EISBN13: 9781799817987
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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
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Editor/Author Biographies

Giuliana Guazzaroni is a Technology Enhanced Learning Ph.D. She has developed EMMAP (Emotional Mapping of Museum Augmented Places) an interactive format for Museums, Archaeological Parks, Art Galleries etc. The Presidential Medal of the Italian Republic awarded her researches. She has used E-Learning environments, integrating learning objects with mobile devices, to create unique learning experiences where the participant interacts in a place, at the same time, authentic and augmented by the use of different media. She studies and develops Virtual or Augmented Reality systems useful in treating mental health, including VR 360 movies. She has published scientific articles on the themes of E-Learning, Augmented and Virtual reality, Virtual and augmented learning environments, Virtual and Augmented Reality in Mental Health Treatment. She has a degree in Foreign Languages (Università di Macerata), a master degree in Technologies and Methodologies of E-Learning (Università di Verona) and a Ph.D in Engineering Sciences, Curriculum E-Learning (Università Politecnica delle Marche).

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