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Shaking the dead
8 references·6 citing·41 second hop
Shaking the dead (2012)Shaking the deadDeveloping serious games for cultural heritage: a state-of-the-art review (2010)Developing serious games for …Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists (2008)Gaming Tourism: Lessons from …Sotto Voce: Facilitating Social Learning in a Historic House (2007)Sotto Voce: Facilitating Soci…Savannah: mobile gaming and learning? (2004)Savannah: mobile gaming and l…"Savannah”: designing a location-based game simulating lion behaviour (2004)"Savannah”: designing a locat…Situating Historical Events Through Mixed Reality (2003)Situating Historical Events T…Qualitative data analysis for applied policy research (2002)Qualitative data analysis for…Bar Hill: A Roman Fort and its Finds (1975)Bar Hill: A Roman Fort and it…An Interactive Narrative to Improve Cultural Heritage Experience in Elementary School Children (2020)An Interactive Narrative to I…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…Investigating tangential access for location-based digital cultural heritage applications (2018)Investigating tangential acce…Cultural heritage 'in-The-wild': Considering digital access to cultural heritage in everyday life (2018)Cultural heritage 'in-The-wil…Exploring Seasonality in Mobile Cultural Heritage (2017)Exploring Seasonality in Mobi…The KJ Method: A Technique for Analyzing Data Derived from Japanese Ethnology (1997)Storytelling on mobile devices for cultural heritage (2012)Information and Communication Technologies in Tourism 2014 (2013)Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations (2017)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)Virtual museums, a survey and some issues for consideration (2009)A serious game model for cultural heritage (2012)Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? (2014)The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic (2021)What video games have to teach us about learning and literacy (2003)Mobile learning with a mobile game: design and motivational effects (2005)Using games and simulations for supporting learning (2006)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Thought and language (1962)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Using augmented reality and knowledge-building scaffolds to improve learning in a science museum (2012)Reflections on 25 Years of Ethnography in CSCW (2013)Augmented reality in the tourism industry: A multi-stakeholder analysis of museums (2019)The Presentation of Self in Everyday Life. (1956)Presentation of Self in Everyday Life, the (2008)Consumer Acceptance of App Push Notifications: Systematic Review on the Influence of Frequency (2020)Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage (2021)A human-centred systems manifesto for smart digital immersion in Industry 5.0: a case study of cultural heritage (2023)Technology in Action (2000)Designs for learning: Studying science museum exhibits that do more than entertain (2004)Using thematic analysis in psychology (2006)Co-Designing AI Literacy Exhibits for Informal Learning Spaces (2021)Augmented Reality to Engage Visitors of Science Museums through Interactive Experiences (2022)Exploring the role of immersive technology in digitally representing contemporary crafts within hybrid museum exhibitions: a scoping review (2024)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms (2020)Algorithmic Ways of Seeing: Using Object Detection to Facilitate Art Exploration (2024)Qualitative methods for health research (2009)Can I use TA? Should I use TA? Should I not use TA? Comparing reflexive thematic analysis and other pattern‐based qualitative analytic approaches (2020)Conceptual and design thinking for thematic analysis. (2021)Mobile Treasure Hunt Games for Outdoor Learning (2012)Pre-Flavian Forts and Their Garrisons (1986)The Use of Coal in Roman Britain (1995)Samian Pottery in Britain: Exploring its Distribution and Archaeological Potential (1998)
this work references cited by second hop

References

  • 2002Qualitative data analysis for applied policy research4,965 cited
  • 2004Savannah: mobile gaming and learning?428 cited
  • 2010Developing serious games for cultural heritage: a state-of-the-art review357 cited
  • 2008Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists121 cited
  • 2007Sotto Voce: Facilitating Social Learning in a Historic House55 cited
  • 2004"Savannah”: designing a location-based game simulating lion behaviour46 cited
  • 1975Bar Hill: A Roman Fort and its Finds35 cited
  • 2003Situating Historical Events Through Mixed Reality18 cited

Cited by

  • 2019Human-Computer Interactions in Museums76 cited
  • 2019Human-Computer Interactions in Museums56 cited
  • 2018Investigating tangential access for location-based digital cultural heritage applications40 cited
  • 2020An Interactive Narrative to Improve Cultural Heritage Experience in Elementary School Children26 cited
  • 2017Exploring Seasonality in Mobile Cultural Heritage23 cited
  • 2018Cultural heritage 'in-The-wild': Considering digital access to cultural heritage in everyday life1 cited

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