Augmentierte und virtuelle Wirklichkeiten
Models and applications of augmented and virtual realities are booming: They come across as apps on smartphones, as avatars and assistive technologies, in the form of virtual communities, soundscapes, organizations, operating rooms, games and products of all kinds. On the one hand, the paradox here...
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Format: | Electronic Book Chapter |
Published: |
Innsbruck
innsbruck university press
2020
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Series: | Medien - Wissen - Bildung
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Subjects: | |
Online Access: | OAPEN Library: download the publication OAPEN Library: description of the publication |
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520 | |a Models and applications of augmented and virtual realities are booming: They come across as apps on smartphones, as avatars and assistive technologies, in the form of virtual communities, soundscapes, organizations, operating rooms, games and products of all kinds. On the one hand, the paradox here is that in many spheres of life, the information and communication technology conditions of processes of medialization, mediatization and normalization are becoming so obscure that alternative options of development hardly seem conceivable. On the other hand, pragmatic motives of routine practices, medial convenience, or monetarizability cannot hide the fact of a widespread discomfort in media cultures of digitality. What significance can augmented and virtual realities have in educational contexts? This volume brings together theoretical considerations, normative rationales as well as specific concepts and examples of applications concerning AR/VR in education.; Augmentierte und virtuelle Wirklichkeiten haben Konjunktur: Sie begegnen uns als Apps auf Smartphones, als Avatare und assistive Technologien sowie in Form von virtuellen Gemeinschaften, Klangwelten, Organisationen, Operationsräumen, Spielen und Produkten aller Art. Die informations- und kommunikationstechnologischen Bedingungen von Prozessen der Medialisierung, Mediatisierung und Normalisierung treten dabei vielfach so sehr in den Hintergrund, dass alternative Entwicklungsoptionen kaum mehr denkbar scheinen. Gleichzeitig können die pragmatischen Motive des Routinehandelns, der medialen Bequemlichkeit oder der Monetarisierbarkeit über ein verbreitetes Unbehagen in den Medienkulturen der Digitalität nicht hinwegtäuschen. Welche Rolle können digitale Technologien der Erweiterung, Anreicherung und Virtualisierung vor diesem Hintergrund in Lern- und Bildungskontexten spielen? Der vorliegende Band versammelt Beiträge zu theoretischen Grundlagen, normativen Zielsetzungen und praktischen Anwendungsbeispielen von AR/VR in der Bildung. | ||
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653 | |a digitale Technologien | ||
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