0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R1,000 - R2,500 (1)
  • R2,500 - R5,000 (2)
  • R5,000 - R10,000 (3)
  • -
Status
Brand

Showing 1 - 6 of 6 matches in All Departments

Virtual and Augmented Reality in Mental Health Treatment (Hardcover): Giuliana Guazzaroni Virtual and Augmented Reality in Mental Health Treatment (Hardcover)
Giuliana Guazzaroni
R7,375 Discovery Miles 73 750 Ships in 12 - 17 working days

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.

Virtual and Augmented Reality in Education, Art, and Museums (Hardcover): Giuliana Guazzaroni, Anitha S. Pillai Virtual and Augmented Reality in Education, Art, and Museums (Hardcover)
Giuliana Guazzaroni, Anitha S. Pillai
R6,967 Discovery Miles 69 670 Ships in 12 - 17 working days

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.

Extended Reality Usage During COVID 19 Pandemic (Paperback, 1st ed. 2022): Anitha S. Pillai, Giuliana Guazzaroni Extended Reality Usage During COVID 19 Pandemic (Paperback, 1st ed. 2022)
Anitha S. Pillai, Giuliana Guazzaroni
R4,250 Discovery Miles 42 500 Out of stock

This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology.

Extended Reality Usage During COVID 19 Pandemic (Hardcover, 1st ed. 2022): Anitha S. Pillai, Giuliana Guazzaroni Extended Reality Usage During COVID 19 Pandemic (Hardcover, 1st ed. 2022)
Anitha S. Pillai, Giuliana Guazzaroni
R3,702 Discovery Miles 37 020 Ships in 12 - 17 working days

This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology.

Virtual and Augmented Reality in Education, Art, and Museums (Paperback): Giuliana Guazzaroni, Anitha S. Pillai Virtual and Augmented Reality in Education, Art, and Museums (Paperback)
Giuliana Guazzaroni, Anitha S. Pillai
R4,820 Discovery Miles 48 200 Out of stock

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.

Experiential Mapping of Museum Augmented Places (Paperback): Giuliana Guazzaroni Experiential Mapping of Museum Augmented Places (Paperback)
Giuliana Guazzaroni
R1,804 Discovery Miles 18 040 Out of stock

Mobile and ubiquitous learning has been linked to new information and communication technologies embedded in everyday life objects. A variety of invisible embedded tools have been developed and are connected to the Internet. The boundaries between learning, gaming, simulating or role-playing are not clearly defined. In this context a visit to a museum or to another place of interest (e.g. Archaeological parks, historical towns, urban trekking etc.) using a smartphone, or a tablet, may offer a unique educational experience as will be described in the didactic experiments of EMMAP (Emotional Mapping of Museum Augmented Places) at the Archaeological Museum "Giuseppe Moretti" of San Severino Marche (Italy) and in other places of interest. EMMAP is a format aimed to develop innovative pedagogies, using handheld technology combined with QR codes, broadcasting and augmented reality (AR). These tools are useful in creating a ubiquitous learning environment and involving participants emotionally in a real landscape. In an authentic context, emotions play a relevant role in engaging students in a rich learning experience.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Art Puzzle Animal Party (24 Pieces)
R79 R69 Discovery Miles 690
Folding Table (Black) (1.8m)
R1,299 R756 Discovery Miles 7 560
Bosch GBM 320 Professional Drill…
R779 R728 Discovery Miles 7 280
Blinde Mol Of Wyse Uil? - Hoe Om Met…
Susan Coetzer Paperback R270 R232 Discovery Miles 2 320
Come Boldly
C. S. Lewis Hardcover R610 R195 Discovery Miles 1 950
Cable Guys Controller and Smartphone…
R399 R349 Discovery Miles 3 490
C&S Open Up Ardent Brandy Goblet…
R999 R299 Discovery Miles 2 990
Rogz Indoor 3D Pod Dog Bed (Petrol/Grey…
R1,740 Discovery Miles 17 400
Huntlea Original Memory Foam Mattress…
R957 Discovery Miles 9 570
Taurus Anti Calc Filter (Black)
R99 Discovery Miles 990

 

Partners