Virtual and Augmented Reality in Education, Art, and Museums, 1st Edition

  • Giuliana Guazzaroni
  • Anitha S. Pillai
  • Published By: Engineering Science Reference
  • ISBN-10: 1799817989
  • ISBN-13: 9781799817987
  • DDC: 069
  • 385 Pages | eBook
  • Original Copyright 2020 | Published/Released August 2020
  • This publication's content originally published in print form: 2020

  • Price:  Sign in for price



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.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Computational Intelligence and Robotics (ACIR) Book Series.
Titles in This Series.
Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
Virtual and Augumented Reality in Education.
1: Design Models for Developing Educational Virtual Reality Environments: A Systematic Review.
2: Role of Immersive (XR) Technologies in Improving Healthcare Competencies: A Review.
3: Nursing Education in the Era of Virtual Reality.
4: Constructing Virtual Radio Center: Providing Visuality to Sounds.
5: Gamification: To Engage Is to Learn.
6: Ubiquitous Self: From Self-Portrait to Selfie.
Virtual and Augmented Reality in Art and Museums.
7: Reinventing Museums in 21st Century: Implementing Augmented Reality and Virtual Reality Technologies Alongside Social Media's Logics.
8: Employing Digital Reality Technologies in Art Exhibitions and Museums: A Global Survey of Best Practices and Implications.
9: Challenges of Mobile Augmented Reality in Museums and Art Galleries for Visitors Suffering From Vision, Speech, and Learning Disabilities.
10: Role of Emotions in Interactive Museums: How Art and Virtual Reality Affect Emotions.
11: Digit(al)isation in Museums: Civitas Project – AR, VR, Multisensorial and Multiuser Experiences at the Urbino's Ducal Palace.
12: Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study: SmartMarca Project.
Virtual and Augmented Reality in Education, Art, and Museums: Case Studies.
13: Employing Real-Time Game Technology for Immersive Experience (VR and Videogames) for all at MAIO Museum: Museum of WWII Stolen Artworks.
14: Through Achille Castiglioni's Eyes: Two Immersive Virtual Experiences.
15: Where Is Hanuman? Hindu Mythology, Transmigration, and the Design Process of Immersive Experiences in Museums.
16: An Augmented Reality (AR) Experience for Lorenzo Lotto.
Compilation of References.
About the Contributors.