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xi | |
| Foreword |
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xiii | |
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| Acknowledgements |
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xvi | |
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1 The Brain-Friendly Museum: How Psychology and Neuroscience Can Help Museums to be Brain-Friendly and Promote Wellbeing |
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1 | (5) |
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What Is a Brain-Friendly Museum? |
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2 | (4) |
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2 Emotions: The First Connection to Our Cultural Heritage |
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6 | (13) |
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Emotion in Cognitive Psychology |
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7 | (1) |
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Effects of Cognition on Emotion |
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8 | (1) |
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Effects of Emotion on Cognition |
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9 | (10) |
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3 Perception and Museum Display |
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19 | (18) |
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Visual Perception Processes |
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21 | (6) |
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2D Patterns and 3D Objects |
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27 | (4) |
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Visual Imagery and Visual Perception |
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31 | (2) |
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The Complex Issue of Motion |
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33 | (4) |
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4 Attention, Memory, and Learning in Museums |
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37 | (21) |
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Focused Auditory Attention, Focused Visual Attention, and Divided Attention |
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37 | (5) |
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Short-term Memory, long-term Memory, and Learning |
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42 | (4) |
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46 | (4) |
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Practical Application of Psychology and Neuroscience in the Museum Environment |
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50 | (8) |
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5 What is the Right Language and Type of Communication to Engage Different Kinds of Museum Audiences? |
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58 | (10) |
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A Brief Introduction on Language in Cognitive Psychology |
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60 | (1) |
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Some of the Main Features of Speech Perception and Reading |
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61 | (3) |
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A Few Notes on Speaking and Writing |
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64 | (4) |
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6 Problem Solving, Decision-Making, Judgement, Reasoning, and Creativity: The Role of Museums in the Visitors' Cognitive Growth |
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68 | (15) |
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70 | (1) |
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Problem Solving, Analogical Problem Solving, and Expertise |
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71 | (3) |
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Decision-making and Judgement |
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74 | (2) |
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76 | (1) |
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Human Thinking and Rationality |
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77 | (1) |
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78 | (5) |
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7 Museums, The "Magic Box", and Neuroscience Tools |
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83 | (7) |
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Tools for Assessing Brain Activity |
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84 | (1) |
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84 | (1) |
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85 | (2) |
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How to Involve Visitors in Museum Experiments. Some Practical Advice |
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87 | (3) |
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8 Museums: How They Foster Wellbeing. A Round-Up of Initiatives |
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90 | (15) |
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Museotherapy, Art Therapy, and Museums |
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91 | (3) |
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Museums, Hospitals, and Healthcare |
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94 | (3) |
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Slow Looking and Mindfulness |
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97 | (8) |
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9 Parallel Worlds: Popular Education Through Neuroscience and the Fine Arts |
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105 | (13) |
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106 | (1) |
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107 | (1) |
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107 | (1) |
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108 | (1) |
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109 | (4) |
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113 | (5) |
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10 The Museum and Quality of Life |
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118 | (12) |
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11 Unlocking Value in Museums and Art Galleries Through Measuring Wellbeing |
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130 | (10) |
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Wellbeing and Existing Performance Measurement |
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131 | (1) |
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Case study: Measuring Wellbeing via Activity Flow: Christchurch Art Gallery Te Puna O Waiwhetu, New Zealand |
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132 | (1) |
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Generating Wellbeing to Unlock Value |
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133 | (1) |
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Will Museums and Art Galleries Become Living Rooms? |
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133 | (1) |
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MAGs and a healthier SMART city |
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134 | (2) |
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Brain Capital Versus Digital Disruption---the Dilemma of Brain-friendly Museums |
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136 | (1) |
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Conclusion: MAGs are Wealth Generators of the Future |
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137 | (3) |
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12 The Museum's Mind: A Genetic Code for Cultural Exhibitions |
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140 | (7) |
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140 | (2) |
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A Methodological Approach to Create a "genetic code" of the Museum |
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142 | (1) |
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The Virtual Museum's Mind |
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143 | (2) |
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145 | (2) |
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13 Virtual Reality and Neuroarchaeology: Visual Perception and Cognition of an Archaeological Excavation |
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147 | (12) |
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147 | (1) |
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Spatial Embodiment, Memory, and Sensorimotor Skills |
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148 | (1) |
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Vulci: A Virtual Excavation |
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148 | (1) |
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Eye-tracking: A Form of Cognitive Experience Measurement |
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149 | (1) |
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Methods: Web-based Eye-tracking |
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150 | (2) |
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152 | (3) |
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Conclusions and Future Perspectives |
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155 | (4) |
| An End That is a Beginning |
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159 | (2) |
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| Index |
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161 | |