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Personalizing Virtual and Augmented Reality for Cultural Heritage Indoor and Outdoor Experiences
3 references·5 citing·26 second hop
Personalizing Virtual and Augmented Reality for Cultural Heritage Indoor and Outdoor Experiences (2008)Personalizing Virtual and Augmented Reali…The Museum Experience (2016)The Museum ExperienceThe evaluation of ARCO (2008)The evaluation of ARCOVirtual-reality heritage presentation at Ename (2000)Virtual-reality heritage pres…Designing and Developing Interactive Kiosks for Cultural Heritage: Best Practices and Common Issues (2025)Designing and Developing Inte…Enhanced Virtual Reality Experience in Personalised Virtual Museums (2019)Enhanced Virtual Reality Expe…Enhanced Virtual Reality Experience in Personalised Virtual Museums (2018)Enhanced Virtual Reality Expe…DIGITAL INTERPRETIVE MEDIA USAGE IN CULTURAL HERITAGE SITES AT YOGYAKARTA (2015)DIGITAL INTERPRETIVE MEDIA US…Serious Games in Cultural Heritage (2009)Serious Games in Cultural Her…Virtual Museum Exhibitions (2006)ICOMOS Charter for the Interpretation and Presentation of Cultural Heritage Sites (2008)Maintenance Management Framework for Conservation of Heritage Buildings in Malaysia (2010)Culture as Consensus: A Theory of Culture and Informant Accuracy (1986)Techniques to Identify Themes (2003)How Many Interviews Are Enough? (2005)Exploring the educational impact of diverse technologies in online virtual museums (2017)Using Technology and Gamification as a Means of Enhancing Users’ Experience at Cultural Heritage Sites (2020)Empowering cultural heritage professionals: designing interactive exhibitions with authoring tools (2023)Virtual museums for all: employing game technology for edutainment (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)An Engine Selection Methodology for High Fidelity Serious Games (2010)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage (2017)The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations (2019)SUCCESSFUL KNOWLEDGE MANAGEMENT PROJECTS (1998)Serious Games: Games That Educate, Train, and Inform (2005)From game design elements to gamefulness (2011)Designing With Multiple Interactives: Five Common Pitfalls (2004)Virtual museums, a survey and some issues for consideration (2009)Design of Digital Interaction for Complex Museum Collections (2020)HeritageLens: An Interactive Exploration System for Museums and Cultural Exhibits (2026)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)A Short Review of School Field Trips: Key Findings from the Past and Implications for the Future (2008)Learning science in informal environments : people, places, and pursuits (2009)Developing serious games for cultural heritage: a state-of-the-art review (2010)Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future (2022)
this work references cited by second hop

References

  • 2016The Museum Experience935 cited
  • 2000Virtual-reality heritage presentation at Ename70 cited
  • 2008The evaluation of ARCO24 cited

Cited by

  • 2009Serious Games in Cultural Heritage102 cited
  • 2018Enhanced Virtual Reality Experience in Personalised Virtual Museums9 cited
  • 2015DIGITAL INTERPRETIVE MEDIA USAGE IN CULTURAL HERITAGE SITES AT YOGYAKARTA8 cited
  • 2019Enhanced Virtual Reality Experience in Personalised Virtual Museums4 cited
  • 2025Designing and Developing Interactive Kiosks for Cultural Heritage: Best Practices and Common Issues2 cited

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