Call for Chapters: Virtual and Augmented Reality in Education, Art, and Museums

Editors

Prof. Giuliana Guazzaroni, Polytechnic University of Marche, Italy / IIS Alberico Gentili, Italy
Prof. Anitha S Pillai, Hindustan Institute of Technology and Science, India



Call for Chapters

Proposals Submission Deadline: February 16, 2019
Full Chapters Due: June 16, 2019
Submission Date: October 9, 2019

Introduction

Virtual reality, augmented reality and Artificial Intelligence are increasingly being used today by more and more educational institutions and museums worldwide. In a near future schools, museums and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace the potential of artificial intelligence, virtual reality, mixed reality and augmented reality facilities. There are many subsets of Artificial Intelligence research, ranging from the speech recognition and natural language understanding, to machine learning and deep learning essential to business analytics and systems designed to make sense of big data. Artificial Intelligence systems integrated into exhibitions can help guests to engage with art and to interact. Museums have long dealt with virtual and augmented reality in their exhibitions, such as experiencial tours. Virtual and Augmented technologies enable visitors to experience place and objects which cannot be exhibited. The consequence is that technology has opened up new possibilities for learners and users who are eager to have a part in shaping the museum experience. Nowadays, social media are no longer seen as an autonomous space from material reality. They may be seen as a place of collective action, in urban and non urban areas and, in particular, during gathering, that transforms an aggregate of individuals in a collective actor. Social media are tools for a “choreography of the gathering”. A condition of the contemporary experience in which Internet communication is an instrument used to storify people’s daily interactions (Gerbaudo, 2013). In the future, the experiences that make some use of augmented reality, virtual reality, robots, wearable technologies and creativity will be more and more diffused. The practice of mobile Internet will lead more and more people to connect in the streets and to enact new urban ritual. Moreover, memories and digital storytelling will be increasingly used to build rich experiences for citizens, students or tourists.

Objective

This book will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area. It will be written for professionals and educators who want to improve their understanding of the strategic role of virtual and augmented reality in education, art, and museums.

Target Audience

Educational Institutions, Museums, Art Galleries, Tourism Industry, Researchers and Professionals of the sector. Designers for Cultural heritage. Museum curatorial staff; 3D artists etc

Recommended Topics

  • Virtual reality technology
  • Augmented reality technology
  • Artificial Intelligence
  • Natural Language Processing for Virtual Reality
  • Head-mounted display
  • Virtual reality for art
  • Virtual reality for training
  • Augmented reality for art
  • Augmented reality for training
  • Virtual and augmented reality for museums
  • Social Media
  • Digital Storytelling
  • Digital Heritage
  • Museum learning
  • E-learning
  • Teaching students with special needs
  • VR and AR experiences
  • VR 360 videomaking
  • 3D Modelling
  • 3D videomaking
  • Gaming for education
  • VR and 3D visualization technology
  • Technology enhanced learning
  • VR to improve learning
  • AR environments
  • VR environments
  • AR and VR immersive learning environments
  • Mobile App development using VR and AR technology
  • Intelligent Virtual Environment
  • VR/ AR in Online Education
  • Machine Learning and Augmented Reality
  • Deep Learning for Augmented Reality
  • AR/ VR applications using Deep Learning


Submission Procedure

Researchers and practitioners are invited to submit on or before February 16, 2019, a chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by February 28, 2019 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 16, 2019, and all interested authors must consult the guidelines for manuscript submissions at http://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.
Note: There are no submission or acceptance fees for manuscripts submitted to this book publication. All manuscripts are accepted based on a double-blind peer review editorial process.
All proposals should be submitted through the eEditorial Discovery®TM online submission manager.


Publisher

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2019.

Important Dates

Feb 16, 2019: 1st Proposal Submission Deadline
Feb 28, 2019: Notification of Acceptance
Jun 16, 2019: Full Chapter Submission
Aug 14, 2019: Review Results Returned
Sept 25, 2019: Final Acceptance Notification
Oct 9, 2019: Final Chapter Submission


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