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Virtual and augmented reality in education, art, and museums / Giuliana Guazzaroni, Anitha S. Pillai

Podle: Přispěvatel(é): Typ materiálu: TextTextEdice: Advances in computational intelligence and robotics (ACIR) book seriesVydavatel: Hershey : IGI Global, Disseminator of Knowledge, [2020]Datum copyrightu: ©2020Popis: xxv, 385 stran : ilustrace ; 29 cmTyp obsahu:
  • text
Typ média:
  • bez média
Typ nosiče:
  • svazek
ISBN:
  • 9781799817963
Předmětová hesla: Žánr/Forma: Souhrn: 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. [amazon.com]
Štítky z této knihovny: V této knihovně nejsou k tomuto titulu přiřazené žádné štítky. Pro přidávání štítků je nutné být přihlášený.
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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.
[amazon.com]

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