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Books > Arts & Architecture > The arts: general issues
Arts and Cultural Management: Critical and Primary Sources offers a
comprehensive collection of key writings on this relatively new and
rapidly growing field. The collected essays draw upon both
scholarly and professional literature worldwide and range across
the arts in the commercial, not-for-profit and public sectors. Each
volume is arranged thematically and separately introduced by the
editors. The set includes 84 essays covering the following major
tracks: organization, structure and governance; production and
distribution of the arts; participation and engagement; resource
development and marketing; and policy, advocacy and field
development. Together the four volumes of Arts and Cultural
Management present a major scholarly resource for the field.
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.
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