Virtual and Augmented Reality in Education Art and Museums

Virtual and Augmented Reality in Education  Art  and Museums
Author: Guazzaroni, Giuliana,Pillai, Anitha S.
Publsiher: IGI Global
Total Pages: 385
Release: 2019-11-22
Genre: Computers
ISBN: 9781799817987

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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.

Augmented Reality in Tourism Museums and Heritage

Augmented Reality in Tourism  Museums and Heritage
Author: Vladimir Geroimenko
Publsiher: Springer Nature
Total Pages: 327
Release: 2021-04-24
Genre: Computers
ISBN: 9783030701987

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This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.

Augmented Reality in Education

Augmented Reality in Education
Author: Vladimir Geroimenko
Publsiher: Springer Nature
Total Pages: 422
Release: 2020-05-26
Genre: Computers
ISBN: 9783030421564

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This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.

International Perspectives on Rethinking Evil in Film and Television

International Perspectives on Rethinking Evil in Film and Television
Author: Tüysüz, Dilan
Publsiher: IGI Global
Total Pages: 248
Release: 2020-12-22
Genre: Social Science
ISBN: 9781799847793

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Aestheticization of evil is a frequently used formula in cinema and television. However, the representation of evil as an aesthetic object pushes it out of morality. Moral judgments can be pushed aside when evil is aestheticized in movies or TV series because there is no real victim. Thus, situations such as murder or war can become a source of aesthetic pleasure. Narratives in cinema and television can sometimes be based on a simple good-evil dichotomy and sometimes they can be based on individual or social experiences of evil and follow a more complicated method. Despite the various ways evil is depicted, it is a moral framework in film and television that must be researched to study the implications of aestheticized evil on human nature and society. International Perspectives on Rethinking Evil in Film and Television examines the changing representations of evil on screen in the context of the commonness, normalization, aestheticization, marginalization, legitimization, or popularity of evil. The chapters provide an international perspective of the representations of evil through an exploration of the evil tales or villains in cinema and television. Through looking at these programs, this book highlights topics such as the philosophy of good and evil, the portrayal of heroes and villains, the appeal of evil, and evil’s correspondence with gender and violence. This book is ideal for sociologists, professionals, researchers and students working or studying in the field of cinema and television and practitioners, academicians, and anyone interested in the portrayal and aestheticization of evil in international film and television.

Handbook of Research and Policy in Art Education

Handbook of Research and Policy in Art Education
Author: Elliot W. Eisner,Michael D. Day
Publsiher: Routledge
Total Pages: 1336
Release: 2004-04-12
Genre: Education
ISBN: 9781135612306

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The Handbook of Research and Policy in Art Education marks a milestone in the field of art education. Sponsored by the National Art Education Association and assembled by an internationally known group of art educators, this 36-chapter handbook provides an overview of the remarkable progress that has characterized this field in recent decades. Organized into six sections, it profiles and integrates the following elements of this rapidly emerging field: history, policy, learning, curriculum and instruction, assessment, and competing perspectives. Because the scholarly foundations of art education are relatively new and loosely coupled, this handbook provides researchers, students, and policymakers (both inside and outside the field) an invaluable snapshot of its current boundaries and rapidly growing content. In a nutshell, it provides much needed definition and intellectual respectability to a field that as recently as 1960 was more firmly rooted in the world of arts and crafts than in scholarly research.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck,Timothy H. Jung,Sandra M. C. Loureiro
Publsiher: Springer Nature
Total Pages: 314
Release: 2021-05-04
Genre: Business & Economics
ISBN: 9783030680862

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This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Virtual and Augmented Reality in Mental Health Treatment

Virtual and Augmented Reality in Mental Health Treatment
Author: Guazzaroni, Giuliana
Publsiher: IGI Global
Total Pages: 329
Release: 2018-11-02
Genre: Medical
ISBN: 9781522571698

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Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer’s disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.

Routledge Encyclopedia of Technology and the Humanities

Routledge Encyclopedia of Technology and the Humanities
Author: Chan Sin-wai,Mak Kin-wah,Leung Sze Ming
Publsiher: Taylor & Francis
Total Pages: 389
Release: 2024-04-29
Genre: Language Arts & Disciplines
ISBN: 9781040005828

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Routledge Encyclopedia of Technology and the Humanities is a pioneer attempt to introduce a wide range of disciplines in the emerging field of techno-humanities to the English-reading world. This book covers topics such as archaeology, cultural heritage, design, fashion, linguistics, music, philosophy, and translation. It has 20 chapters, contributed by 26 local and international scholars. Each chapter has its own theme and addresses issues of significant interest in the respective disciplines. References are provided at the end of each chapter for further exploration into the literature of the relevant areas. To facilitate an easy reading of the information presented in this volume, chapters have been arranged according to the alphabetical order of the topics covered. This Encyclopedia will appeal to researchers and professionals in the field of technology and the humanities, and can be used by undergraduate and graduate students studying the humanities.