USE OF VIRTUAL REALITY IN TRAINING FUTURE PROFESSIONALS
DOI:
https://doi.org/10.31652/3041-1017-2024(3)-12Keywords:
sacred music, art, culture, education, technology, virtual reality, museum, projectAbstract
The article examines the conceptual foundations of virtual reality (VR) in the field of culture and art, addressing both socio-philosophical and practical aspects. The concept and activities of virtual museums in various countries are detailed, and the possibilities of applying technologies already tested in contemporary museums for the training of professionals in the fields of culture and art are analyzed. It is demonstrated that virtual reality has the potential to effectively implement the modern "subject-to-subject" educational paradigm in culture and art, fostering the development of cognitive skills and creativity among students.
It is highlighted that VR is one of the leading digital technologies impacting all areas of human activity, particularly culture and art. VR creates the illusion of reality, allowing users to interact with digital objects and environments. In art, this technology opens new possibilities for the creation of innovative artistic practices and projects.
The digital virtualization of art, actively evolving since 2017, promotes the integration of VR into the operations of leading museums worldwide, such as the Louvre, the National Museum of Singapore, and Tate Galleries. Under these conditions, VR not only facilitates the creation of interactive exhibitions but also ensures global access to cultural artifacts via the Internet. Projects like the Google Cultural Institute illustrate how VR bridges virtual and real experiences, offering innovative forms of studying and presenting art.
In education, VR serves as a crucial tool for training professionals, particularly in the fields of culture and art. Virtual simulations allow for more effective acquisition of knowledge and the development of critical thinking, creativity, and professional motivation. Contemporary studies confirm that VR enables students to model processes that are otherwise impossible or difficult to replicate in real environments.
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