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Supporting Museum Co-visits Using Mobile Devices
4 references·10 citing·35 second hop
Supporting Museum Co-visits Using Mobile Devices (2004)Supporting Museum Co-visits Using Mobile …Lessons from the lighthouse (2003)Lessons from the lighthouseRevisiting the visit: (2002)Revisiting the visit:Objects of Learning, Objects of Talk: Changing Minds in Museums (2002)Objects of Learning, Objects …Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning from Museums: Visito…Investigating the Artist’s Role in Social Group Games (2020)Investigating the Artist’s Ro…Measuring visitors' experiences with mobile guide technology in cultural spaces (2012)Measuring visitors' experienc…Edutainment Games for Mobile Multimedia Museum Guidance Systems: A Classification Approach (2009)Edutainment Games for Mobile …“Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum (2009)“Plug: Secrets of the Museum”…Mobile Social Software for Cultural Heritage: A Reference Model. (2008)Mobile Social Software for Cu…m-Dvara 2.0: Mobile & Web 2.0 Services Integration for Cultural Heritage (2008)m-Dvara 2.0: Mobile & Web 2.0…Design for Mobile Learning in Museums (2008)Design for Mobile Learning in…EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM VISITS THROUGH MULTI-MODAL INTERFACES AND MULTI-DEVICE GAMES (2007)EXPLOITING MOBILE DEVICES TO …Designing for interaction: socially-aware museum handheld guides (2006)Designing for interaction: so…Beyond mere information provisioning: a handheld museum guide based on social activities and playful learning (1970)Beyond mere information provi…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Scale Development : Theory and Applications (1991)The Computer for the 21st Century (1991)User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries (2021)Multisensory Fruition Between Cultural Heritage and Digital Transformation (2022)Generating Reflective Questions for Engaging Gallery Visitors in ArtMuse (2023)User testing a hypermedia tour guide (2002)Beyond just the facts (2006)Interaction Analysis: Foundations and Practice (1995)Tourism and mobile technology (2003)CSCW at play (2004)Interconnecting: museum visiting and exhibition design (2007)The Presentation of Self in Everyday Life. (1956)Re-space-ing place (2006)Adaptive, intelligent presentation of information for the museum visitor in PEACH (2007)Instagram at the museum (2013)The Presentation of Self in Everyday Life (2023)Situated Learning: Legitimate Peripheral Participation. (1994)Collaborative learning : cognitive and computational approaches (1999)Computer supported collaborative learning using wirelessly interconnected handheld computers (2003)ENCOURAGING MUSEUM VISITOR ENGAGEMENT USING SPONTANEOUS TALK-IN-INTERACTION AUDIO GUIDES (2012)Analysis of Croatian public museums’ digital initiatives amid COVID-19 and recommendations for museum management and governance (2023)Paying Attention: The Duration and Allocation of Visitors' Time in Museum Exhibitions (1997)Looking for Learning in Visitor Talk: A Methodological Exploration (2003)Toward an agenda for advancing research on science learning in out‐of‐school settings (2003)Searching for Signs of Intelligent Life: An Investigation of Young Children's Beliefs About Robot Intelligence (2008)From Seeing to Observing: How Parents and Children Learn to See Science in a Botanical Garden (2017)Quality control in scholarly publishing: A new proposal (2003)Cultural Heritage on line (2010)4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)The Museum Environment: A Complex Community of Objects, People and Devices (2012)On establishing contact with cultural objects: The role of a location based game in supporting visitors to engage with contemporary art (2014)Virtual museums, a survey and some issues for consideration (2009)Visitors’ learning for environmental sustainability: Testing short- and long-term impacts of wildlife tourism experiences using structural equation modelling (2010)Visitors’ memories of wildlife tourism: Implications for the design of powerful interpretive experiences (2010)
this work references cited by second hop

References

  • 2000Learning from Museums: Visitor Experiences and the Making of Meaning1,892 cited
  • 2002Revisiting the visit:197 cited
  • 2003Lessons from the lighthouse176 cited
  • 2002Objects of Learning, Objects of Talk: Changing Minds in Museums87 cited

Cited by

  • 2012Measuring visitors' experiences with mobile guide technology in cultural spaces18 cited
  • 2009“Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum12 cited
  • 2007EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM VISITS THROUGH MULTI-MODAL INTERFACES AND MULTI-DEVICE GAMES8 cited
  • 2008Mobile Social Software for Cultural Heritage: A Reference Model.7 cited
  • 2008Design for Mobile Learning in Museums6 cited
  • 2009Edutainment Games for Mobile Multimedia Museum Guidance Systems: A Classification Approach5 cited
  • 2008m-Dvara 2.0: Mobile & Web 2.0 Services Integration for Cultural Heritage5 cited
  • 2006Designing for interaction: socially-aware museum handheld guides4 cited
  • 1970Beyond mere information provisioning: a handheld museum guide based on social activities and playful learning3 cited
  • 2020Investigating the Artist’s Role in Social Group Games3 cited

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