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What is Mobile and Ubiquitous Learning

Virtual and Augmented Reality in Education, Art, and Museums
Learning is not the transmission of abstract and decontextualized knowledge, but a complex social process where knowledge is co-constructed by a community of learners. Such learning is situated in a real context and embedded within a social and physical environment. During Mobile and Ubiquitous Learning experiences participants are immersed in a place of interest and they learn through the interaction with real objects. Learning is a process of continuous interaction with the real-world where students continually reanalyse and reinterpret new information and its relations to reality ( Lave & Wenger, 1991 ).
Published in Chapter:
Role of Emotions in Interactive Museums: How Art and Virtual Reality Affect Emotions
Giuliana Guazzaroni (Università Politecnica delle Marche, Italy)
Copyright: © 2020 |Pages: 20
DOI: 10.4018/978-1-7998-1796-3.ch010
Abstract
Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.
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