[EN] This document will address the practical application in real use cases of
Virtual Reality, Augmented Reality and other avant-garde interactive and
immersive technologies, both in the context of Museum 4.0 and in ...
Iturralde de Bracamonte, Javier(Editorial Universitat Politècnica de València, 2022-01-18)
[EN] The cultural and creative industries have been changing in recent years, not
only in terms of its production and distribution, but also in terms of its habits,
trends and practices. However, COVID-19 has accelerated ...
Funes Rendón, Susana(Editorial Universitat Politècnica de València, 2022-01-18)
[EN] Due to the COVID-19 global crisis and consequent lockdown restriction
policies, museums focused their energies on digital channels to keep in touch
with their audiences. However, most of these actions did not respond ...
[EN] We adapt online tours to meet the needs and expectations of each audience.
For the family audience, we recreate the Water Museum in the world of
MINECRAFT for outreach and educational purposes. Using this videogame, ...
Rodà Llanza, Conxa(Editorial Universitat Politècnica de València, 2022-01-18)
[EN] There is a great need for better training and refinement of digital skills so that
museums can successfully address the challenges and digital transformation
in today's context. Digital must be approached comprehensively ...