SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Engagement with an Interactive Museum Exhibit
2 references·16 citing·45 second hop
Engagement with an Interactive Museum Exhibit (2007)Engagement with an Interactive Museum Exh…Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning from Museums: Visito…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The impact of wearing a heart rate monitoring wristband on museum visitors’ memory and emotions: a randomized controlled trial (2025)The impact of wearing a heart…The design and implementation of a new travelling museum initiative to bring heritage to people in Southern Africa (2025)The design and implementation…Experiencing Art Museum with a Generative Artificial Intelligence Chatbot (2025)Experiencing Art Museum with …Da interação ao engajamento: um estudo da experiência de visita de adolescentes à exposição “Explora” no Pavilhão do Conhecimento, em Lisboa (2022)Da interação ao engajamento: …User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries (2021)User experience factors, a co…Paint with Your Mind: Designing EEG-based Interactive Installation for Traditional Chinese Artworks (2021)Paint with Your Mind: Designi…Digital Engagement and Customer Experience (2021)Digital Engagement and Custom…Core Concepts Linking Exhibit Design and the Visitor Experience in Science Centers: An Early Framework (2021)Core Concepts Linking Exhibit…Assessing the asymmetric impact of interpretation environment service quality on museum visitor experience and post-visit behavioral intentions: a case study of the National Palace Museum (2018)Assessing the asymmetric impa…Smartphone Guide Technology in Cultural Spaces: Measuring Visitor Experience with an iPhone Multimedia Guide in Shakespeare’s Church (2017)Smartphone Guide Technology i…Museoparks and re‐enchantment of the museum visits: an approach centred on visual ethnology (2012)Museoparks and re‐enchantment…Measuring visitors' experiences with mobile guide technology in cultural spaces (2012)Measuring visitors' experienc…Stirring up experience through movement in game play (2008)Stirring up experience throug…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Between the Lines of Engagement in Museums: Indiana University and The Children's Museum of Indianapolis (2008)Between the Lines of Engageme…Education, entertainment and authenticity (2007)Education, entertainment and …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)Multisensory Fruition Between Cultural Heritage and Digital Transformation (2022)Generating Reflective Questions for Engaging Gallery Visitors in ArtMuse (2023)The Presentation of Self in Everyday Life. (1956)The Museum Experience (2016)Consumption experience: past, present and future (2018)Religious tourism – a review of the literature (2018)Managing edutainment and perceived authenticity of museum visitor experience: insights from qualitative study (2019)Experience and Education (1986)Flow: the psychology of optimal experience (1990)Learning in Activity (2014)Application and Adaptation of an Institutional Learning Framework (2017)Capturing the untold: photography as a tool for empowering children to interpret their embodied experiences in museums (2017)Can natural history collections support a connection to nature for young children and families? (2018)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Applying Developmental Theory and Research to the Creation of Educational Games (2013)Analyzing Art, Culture, and Design in the Digital Age (2015)Comparing usability and engagement between a serious game and a traditional online program (2016)Essentials of Behavioral Research: Methods and Data Analysis (1984)Cognitive Architecture and Instructional Design (1998)“I Want to Experience the Past”: Lessons from a Visitor Survey on How Immersive Technologies Can Support Historic Interpretation (2020)A critical evaluation of mobile guided tour apps: Motivators and inhibitors for tour guides and customers (2022)Prospect Theory: An Analysis of Decision under Risk (1979)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived behavioral control as a mediator of hotels' green training, environmental commitment, and organizational citizenship behavior: A sustainable environmental practice (2020)How online service recovery reviews influence behavioral intentions in the hospitality context: Regulatory focus and loss aversion perspectives (2021)Visitors' spatial-temporal behaviour and their learning experience: A comparative study (2022)Impact of interactive technologies on stimulating learning experiences in a museum (2016)Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives (2018)Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction (2021)AI-Enabled Cultural Experiences: A Comparison of Narrative Creation Across Different AI Models (2025)Enhancing Scientific Communication and Institutional Identity Through a Retrieval-Augmented Generation Digital Personal Tutor (2026)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)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2000Learning from Museums: Visitor Experiences and the Making of Meaning1,892 cited

Cited by

  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2008Stirring up experience through movement in game play157 cited
  • 2012Museoparks and re‐enchantment of the museum visits: an approach centred on visual ethnology53 cited
  • 2018Assessing the asymmetric impact of interpretation environment service quality on museum visitor experience and post-visit behavioral intentions: a case study of the National Palace Museum43 cited
  • 2012Measuring visitors' experiences with mobile guide technology in cultural spaces18 cited
  • 2008Between the Lines of Engagement in Museums: Indiana University and The Children's Museum of Indianapolis14 cited
  • 2017Smartphone Guide Technology in Cultural Spaces: Measuring Visitor Experience with an iPhone Multimedia Guide in Shakespeare’s Church13 cited
  • 2025Experiencing Art Museum with a Generative Artificial Intelligence Chatbot9 cited
  • 2021Paint with Your Mind: Designing EEG-based Interactive Installation for Traditional Chinese Artworks9 cited
  • 2021Digital Engagement and Customer Experience8 cited
  • 2021Core Concepts Linking Exhibit Design and the Visitor Experience in Science Centers: An Early Framework4 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2025The impact of wearing a heart rate monitoring wristband on museum visitors’ memory and emotions: a randomized controlled trial3 cited
  • 2007Education, entertainment and authenticity3 cited
  • 2022Da interação ao engajamento: um estudo da experiência de visita de adolescentes à exposição “Explora” no Pavilhão do Conhecimento, em Lisboa3 cited
  • 2021User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries2 cited
  • 2025The design and implementation of a new travelling museum initiative to bring heritage to people in Southern Africa2 cited