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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.
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.
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.
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.
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.
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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