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An E-Culture Environment for Common Citizens and Visually Impaired Individuals
5 references·2 citing·31 second hop
An E-Culture Environment for Common Citizens and Visually Impaired Individuals (2008)An E-Culture Environment for Common Citiz…Use of Websites to Increase Access and Develop Audiences in Museums: Experiences in British National Museums (2005)Use of Websites to Increase A…Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition. (2003)Interactive Character as a Vi…E-HERITAGE IN THE GLOBALIZING SOCIETY: ENABLING CROSS-CULTURAL ENGAGEMENT THROUGH ICT (2003)E-HERITAGE IN THE GLOBALIZING…Building a VR-Museum in a Museum (2001)Building a VR-Museum in a Mus…An approach to designing and implementing virtual museums (2000)An approach to designing and …Subliminal Training Techniques for Cognitive, Emotional and Behavioural Balance. The role of Emerging Technologies (2022)Subliminal Training Technique…Digital games & special education (2022)Digital games & special educa…The voices of silence (1953)Virtual Museums and Virtual Realities. (1991)An e-culture – e-museums environment for common citizens and disabled individuals (2009)Application of Virtual Reality to Enhance the Interpretation Dong Ho Folk Paintings in Museums of Fine Arts in Ho Chi Minh City (2022)Investigating the Socio-Economic Sustainability within the Egyptian Museums over the Last Decade (2023)The Cultures of Cities (1995)False Dawn: The Delusions of Global Capitalism (1998)The Information Age: Economy, Society and Culture (1999)The key capabilities required for managing tourism business networks (2008)E-government and citizen's engagement with local affairs through e-websites: The case of Spanish municipalities (2012)PROMISING THE DREAM: Changing destination image of London through the effect of website place (2017)Digital Collections: Museums and the Information Age (1998)Innovation in Arts and Cultural Organisations (2009)Culture of innovation: An economic analysis of innovation in arts and cultural organisations (2010)DIGITAL TOOLS IN MUSEUM LEARNING – A LITERATURE REVIEW FROM 2000 TO 2020 (2022)Plans and the structure of behavior. (1960)MOTIVATION AND PERSONALITY (1982)The magical number 4 in short-term memory: A reconsideration of mental storage capacity (2001)Intervention programs aimed at the improvement of Working Memory (2023)Meta-Learning: A Nine-Layer Model Based on Metacognition and Smart Technologies (2023)Nutrition and techniques for memory’s enhancement in children with special learning difficulties and the role of ICTs (2024)Toward a Theory of Instruction (1966)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Students with learning disabilities’ mental health Enhancement: The relationship of learning disabilities and emotional difficulties, and the role of ICTs (2023)The impact of robotics on development, of hot and cold executive functions, and their role in improving them in special education (2023)A virtual Lab for Hellenic cultural heritage (2008)Experiencing Personalised Heritage Exhibitions Through Multimodal Mixed Reality Interfaces (2010)VR technologies as an extension to the museum exhibition: A case study of the Silk Road museums in Samarkand (2020)Toward museum transformation: From mediation to social media-tion and fostering omni-visit experience (2023)Exploring user acceptance of online virtual reality exhibition technologies: A case study of Liangzhu Museum (2024)
this work references cited by second hop

References

  • 2003E-HERITAGE IN THE GLOBALIZING SOCIETY: ENABLING CROSS-CULTURAL ENGAGEMENT THROUGH ICT58 cited
  • 2001Building a VR-Museum in a Museum29 cited
  • 2005Use of Websites to Increase Access and Develop Audiences in Museums: Experiences in British National Museums26 cited
  • 2003Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition.17 cited
  • 2000An approach to designing and implementing virtual museums12 cited

Cited by

  • 2022Digital games & special education122 cited
  • 2022Subliminal Training Techniques for Cognitive, Emotional and Behavioural Balance. The role of Emerging Technologies77 cited

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