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dc.contributor.authorCasu, Andreaen_US
dc.contributor.authorSpano, Lucio Davideen_US
dc.contributor.authorSorrentino, Fabioen_US
dc.contributor.authorScateni, Riccardoen_US
dc.contributor.editorAndrea Giachetti and Silvia Biasotti and Marco Tarinien_US
dc.date.accessioned2015-10-14T06:02:20Z
dc.date.available2015-10-14T06:02:20Z
dc.date.issued2015en_US
dc.identifier.isbn978-3-905674-97-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/stag.20151294en_US
dc.description.abstractThe recent development in consumer hardware lowers the cost barrier for adopting immersive Virtual Reality (VR) solutions, which could be an option for classroom use in the near future. In this paper, we introduce RiftArt, a VR tool for supporting the teaching and studying of Art History. Using RiftArt the teachers can configure virtual museum rooms, with artwork models inside, and enhance them with multimodal annotation. The environment supports both the teachers during the lesson and the students during rehearsal. The application, implemented completely using Web technologies, can be visualized on large screens and head mounted displays. The user test results advance the understanding of the VR effects on classroom usage. We demonstrate that VR increases the motivation of high-school students towards studying Art History and we provide an in-depth analysis of the factors that contribute to this result.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Realityen_US
dc.description.seriesinformationSmart Tools and Apps for Graphics - Eurographics Italian Chapter Conferenceen_US
dc.description.sectionheadersSmart Applicationsen_US
dc.identifier.doi10.2312/stag.20151294en_US
dc.identifier.pages77-84en_US


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