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                <front>
                    <journal-meta>
                    <journal-id journal-id-type="publisher-id">ei</journal-id>
                    <journal-title>Electronic Imaging</journal-title>
                    <issn pub-type="ppub">2470-1173</issn><issn pub-type="epub">2470-1173</issn>
                    <publisher>
                        <publisher-name>Society for Imaging Science and Technology</publisher-name>
                        <publisher-loc>IS&amp;T 7003 Kilworth Lane, Springfield, VA 22151 USA</publisher-loc>
                    </publisher>
                    </journal-meta>
                    <article-meta>
                    <article-id pub-id-type="doi">10.2352/EI.2022.34.12.ERVR-271</article-id>
                    <article-id pub-id-type="publisher-id">ERVR-271</article-id>
                    <article-categories>
                        <subj-group>
                        <subject>Article</subject>
                        </subj-group>
                    </article-categories>
                    <title-group>
                        <article-title>Erasmus XR - Immersive experiences in European academic institutions</article-title>
                    </title-group><contrib-group content-type="all"><contrib contrib-type="author"><name>
                            <surname>Hadziselimovic</surname>
                            <given-names>Adnan </given-names>
                           </name> <xref ref-type="aff" rid="aff1author1"/></contrib><aff id="aff1author1">University of Malta, Malta</aff></contrib-group><abstract>
                    <title>Abstract</title>
                    <p>This paper discusses the Erasmus XR project which responds to the urgent need to enrich the existing educational programs for both cultural and media managers, but also for artists aspiring to connect with their audiences in the digital space. The project’s overall goal is to develop an educational offer for these groups in the field of immersive media (XR), and ways of using these media to engage audiences. More specifically, the project aims at increasing the skills and competences of the participants in designing and evaluating immersive experiences in order to effectively manage, disseminate, and produce culture in the digital sphere.</p>
                    </abstract><pub-date>
                        <day>16</day>
                        <month>01</month>
                        <year>2022</year>
                        </pub-date><volume>34</volume>
                    <issue-acronym>ERVR</issue-acronym>
                    <issue-title>Engineering Reality of Virtual Reality 2022</issue-title>
                    <issue>12</issue>
                    <fpage>271-1</fpage>
                    <lpage>271-6</lpage>
                    <permissions>
                         <copyright-statement>This work is licensed under the CC BY-NC-SA 4.0 (Attribution-NonCommercial-ShareAlike 4.0 International License). To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/.</copyright-statement>
                        <copyright-year>2022</copyright-year>
                    </permissions><kwd-group><kwd>Immersive Experiences</kwd><kwd>Media Arts</kwd><kwd>Social Sciences</kwd><kwd>Cognitive Sciences</kwd><kwd>Social Shared Spaces</kwd><kwd>Virtual/Augmented Reality Exhibitions</kwd></kwd-group></article-meta>
                </front>
                </article>