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Augmented Reality in Arts Education

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Springer Handbook of Augmented Reality

Abstract

This chapter focuses attention on the potential of augmented spatial experience technologies in the pedagogical use of art and how these can significantly enhance the role of art education. The reasons why we feel it is necessary to dedicate deeper analysis to the theme of augmented reality in arts education are fueled by the acknowledgement that the theme is developing rapidly but lacks a systematization of the field experiences, coming from different research fields. An assiduous interdisciplinary discussion, with special reference on the one hand by the scholars of the Digital Heritage, is forever committed to the documentation and valorization of the tangible and intangible historical-artistic heritage and, on the other by the scholars of arts pedagogy and educational technology, seems more than ever necessary in order to contribute to minting the same coin, that is, the one relating to the safeguarding of the value of the arts and the heritage for the development of individual and, therefore, a society capable of evolving starting from the memory of its own expressive capacities.

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Acknowledgment

The contributions of this chapter are as follows: 1. Basic concepts of Chiara Panciroli and Alessandro Luigini (1.1 Alessandro Luigini; 1.2–1.3. Chiara Panciroli); 2. augmented reality for meeting and making art of Anita Macauda; 3. digital environments and augmented reality of Chiara Panciroli and Anita Macauda (3.1. Chiara Panciroli; 3.2. Anita Macauda); 4. the language of images and augmented reality of Laura Corazza; and 5. digital competences and augmented reality of Manuela Fabbri and Veronica Russo (5.1. Veronica Russo; 5.2. Manuela Fabbri).

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Panciroli, C., Fabbri, M., Luigini, A., Macauda, A., Corazza, L., Russo, V. (2023). Augmented Reality in Arts Education. In: Nee, A.Y.C., Ong, S.K. (eds) Springer Handbook of Augmented Reality. Springer Handbooks. Springer, Cham. https://doi.org/10.1007/978-3-030-67822-7_12

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