Virtual and augmented reality in education, art, and museums

"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"--

Bibliographic Details
Other Authors: Guazzaroni, Giuliana, 1968-, Pillai, Anitha S., 1967-
Format: eBook
Language:English
Published: Hershey, PA Engineering Science Reference, an imprint of IGI Global, [2020]
Series:Advances in computational intelligence and robotics (ACIR) book series.
Subjects:
Online Access:EBSCOhost
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049 |a MAIN 
245 0 0 |a Virtual and augmented reality in education, art, and museums  |c [edited by] Giuliana Guazzaroni Anitha S. Pillai. 
264 1 |a Hershey, PA  |b Engineering Science Reference, an imprint of IGI Global,  |c [2020] 
300 |a 1 online resource 
490 1 |a Advances in computational intelligence and robotics (ACIR) book series 
504 |a Includes bibliographical references and index. 
520 |a "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"--  |c Provided by publisher. 
505 0 |a 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 
588 |a Description based on online resource; title from digital title page (viewed on November 26, 2019). 
653 0 |a Virtual reality in education. 
653 0 |a Museums  |x Educational aspects. 
653 7 |a Museums  |x Educational aspects.  |2 fast  |0 (OCoLC)fst01030157 
653 7 |a Virtual reality in education.  |2 fast  |0 (OCoLC)fst01167699 
655 0 |a EBSCO eBooks  |9 905790 
655 4 |a Electronic books.  |9 899821 
700 1 |a Guazzaroni, Giuliana,  |d 1968-  |9 913413 
700 1 |a Pillai, Anitha S.,  |d 1967-  |9 913414 
830 0 |a Advances in computational intelligence and robotics (ACIR) book series.  |9 900427 
856 4 0 |3 EBSCOhost  |u https://www.lib.tsu.ru/limit/2023/EBSCO/2291128.pdf 
856 |y Перейти в каталог НБ ТГУ  |u https://koha.lib.tsu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=1014275 
910 |a EBSCO eBooks 
999 |c 1014275  |d 1014275 
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