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Computers on the Exhibit Floor
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Computers on the Exhibit Floor (1992)Computers on the Exhibit FloorExploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction (2023)Exploring Digital Means to En…From Delivering Facts to Generating Emotions (2019)From Delivering Facts to Gene…Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector (2018)Interacting with Heritage: On…Exploring the Potential of the Internet of Things at a Heritage Site through Co-Design Practice (2018)Exploring the Potential of th…Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums (2016)Crafting Tangible Interaction…Using Technology to Deepen and Extend Visitors’ Interactions with Dioramas (2014)Using Technology to Deepen an…Participation and Technology: Perception and Public Expectations about the Use of ICTs in Museums (2013)Participation and Technology:…Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove (1999)Evaluation Strategy for the R…Multimedia in Museen — weder Königsweg noch Guillotine (1995)Multimedia in Museen — weder …Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)COMPUTERS IN EXHIBITS: WHAT ARE THEY GOOD FOR? (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Informational Value of Museum Web Sites (2002)Interaction and interactives: collaboration and participation with computer-based exhibits (2004)ICT adoption in heritage organizations: Crossing the chasm (2016)Languages and Context Issues of ICTs for a New Role of Museums in the COVID-19 Era (2021)Participatory Exhibition-Viewing Using Augmented Reality and Analysis of Visitor Behavior (2024)Evocative objects: things we think with (2008)Doing Sensory Ethnography (2009)Doing Sensory Ethnography (2015)An investigation on strategies for remote interactions with cultural spaces (2021)Research progress on wisdom museums in metaverse (2023)Focus Groups: A Practical Guide for Applied Research (1989)Learning in the Museum (2002)The Museum Experience (2016)Museum Materialities: Objects, Engagements, Interpretations (2011)Museum Materialities (2013)Tangible data souvenirs as a bridge between a physical museum visit and online digital experience (2016)MINERVA: a second-generation museum tour-guide robot (2003)ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display (2021)Bibliometric analysis of fourth industrial revolution applied to heritage studies based on web of science and scopus databases from 2016 to 2021 (2022)An Investigation of the Use of Augmented Reality in Public Art (2023)The Participatory Museum (2010)Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum (2016)Factors influencing user acceptance of virtual reality in preserving Wuhu iron painting from the unified theory of acceptance and use of technology perspective (2025)Transformation in the Digital Age: Factors Influencing Visitor Engagement in Virtual Museums (2025)XR-Mediated Cultural Experiences: Enhancing Visitor Engagement (2025)
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Cited by

  • 2018Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector26 cited
  • 2023Exploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction25 cited
  • 2013Participation and Technology: Perception and Public Expectations about the Use of ICTs in Museums20 cited
  • 2018Exploring the Potential of the Internet of Things at a Heritage Site through Co-Design Practice7 cited
  • 2016Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums5 cited
  • 1999Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove4 cited
  • 2014Using Technology to Deepen and Extend Visitors’ Interactions with Dioramas2 cited
  • 2019From Delivering Facts to Generating Emotions2 cited
  • 1995Multimedia in Museen — weder Königsweg noch Guillotine1 cited

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