The research proposes to analyze transversal methodologies related to the acquisition of new technologies related to the diffusion of VR instruments within the workflow, focusing on issues such as the robustness and ease of use of the devices, the level of emotional narrative achievable with the optimal calibration of the digital support, but also on the critical issues related to the use of virtual as the lack of collective experimentation or the possible consequences of isolation and decontextualization from the real context. A reading on the state of the art of the Serious Game identifies the use of new media as an excellent tool for education aimed at multiple age groups and competences.
Ambienti virtuali per nuove forme di comunicazione = Virtual environments for new media
Basso Alessandro
Primo
2020-01-01
Abstract
The research proposes to analyze transversal methodologies related to the acquisition of new technologies related to the diffusion of VR instruments within the workflow, focusing on issues such as the robustness and ease of use of the devices, the level of emotional narrative achievable with the optimal calibration of the digital support, but also on the critical issues related to the use of virtual as the lack of collective experimentation or the possible consequences of isolation and decontextualization from the real context. A reading on the state of the art of the Serious Game identifies the use of new media as an excellent tool for education aimed at multiple age groups and competences.File | Dimensione | Formato | |
---|---|---|---|
2020-435 copertina.pdf
Solo gestori archivio
Dimensione
800.6 kB
Formato
Adobe PDF
|
800.6 kB | Adobe PDF | Visualizza/Apri Richiedi una copia |
2020-435 interno low.pdf
Solo gestori archivio
Dimensione
6.79 MB
Formato
Adobe PDF
|
6.79 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.