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Empirical Evaluations of Interactive Systems in Cultural Heritage
8 references·11 citing·48 second hop
Empirical Evaluations of Interactive Systems in Cultural Heritage (2017)Empirical Evaluations of Interactive Syst…The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (2016)The Use of Serious Games in M…Families and Mobile Devices in Museums (2016)Families and Mobile Devices i…Evaluating websites of museums: State of the art (2016)Evaluating websites of museum…Accessible museum collections for the visually impaired (2016)Accessible museum collections…Integrating a Location-Based Mobile Game in the Museum Visit (2015)Integrating a Location-Based …Interacting with Virtual Reconstructions in Museums (2014)Interacting with Virtual Reco…MuseUs (2013)MuseUsImproving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)Improving the quality of repo…An Evaluation of LLM-based Chatbots for Enhancing the Visitor’s User Experience at Cultural Exhibits (2025)An Evaluation of LLM-based Ch…The edutainment scan: immersive media and its deployment in museums (2024)The edutainment scan: immersi…From #MuseumAtHome to #AtHomeAtTheMuseum: Digital Museums and Dialogical Engagement Beyond the COVID-19 Pandemic (2022)From #MuseumAtHome to #AtHome…Decolonizing Design with Technology in Cultural Heritage Contexts - Systematic Literature Review (2022)Decolonizing Design with Tech…User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries (2021)User experience factors, a co…Digital topics on cultural heritage investigated: how can data-driven and data-guided methods support to identify current topics and trends in digital heritage? (2021)Digital topics on cultural he…Preface to the UMUAI special issue on personalized delivery of cultural heritage content: perspectives on 7 years of progress in the field (2019)Preface to the UMUAI special …El potencial de las TIC para la interpretación y puesta en valor del patrimonio: la relación entre las TIC y la satisfacción de los visitantes a centros culturales (2019)El potencial de las TIC para …Digital Heritage as a Scholarly Field—Topics, Researchers, and Perspectives from a Bibliometric Point of View (2019)Digital Heritage as a Scholar…The Scope of Multisensory Experiences in Cultural Heritage Sites (2018)The Scope of Multisensory Exp…From Co-Curation to Co-Creation: Users as Collective Authors of Archive-Based Cultural Heritage Narratives (2018)From Co-Curation to Co-Creati…Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Perspective Chapter: Museums and the Metaverse – Emerging Technologies to Promote Inclusivity and Engagement (2023)Enhancing traditional museum fruition: current state and emerging tendencies (2024)Immersive Technologies (2024)Empirical Evidence of Bias (1995)Empirical evidence of bias. Dimensions of methodological quality associated with estimates of treatment effects in controlled trials (1995)Assessing the quality of reports of randomized clinical trials: Is blinding necessary? (1996)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Homo Ludens: A Study of the Play-Element in Culture. (1951)Adaptive, intelligent presentation of information for the museum visitor in PEACH (2007)Learning cultural heritage by serious games (2013)Identity and the Museum Visitor Experience (2016)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)A Framework for Task-Based Learning (1999)Learning in the Museum (2002)Museums and Education (2007)Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes (2019)A Review of the Role of Social Media for the Cultural Heritage Sustainability (2021)Revisiting the visit: (2002)The Interpretation of Cultures (2017)Digital Augmentation of Historical Objects Through Tangible Interaction (2019)Representation and Preservation of Heritage Crafts (2020)Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)TOOTEKO: A CASE STUDY OF AUGMENTED REALITY FOR AN ACCESSIBLE CULTURAL HERITAGE. DIGITIZATION, 3D PRINTING AND SENSORS FOR AN AUDIO-TACTILE EXPERIENCE (2015)The Present and Future of Museum Accessibility for People with Visual Impairments (2018)An Independent and Interactive Museum Experience for Blind People (2019)Understanding Visual Arts Experiences of Blind People (2023)Virtual museums, a survey and some issues for consideration (2009)Game-Based Learning in Museums—Cultural Heritage Applications (2019)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games (2022)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)An Identity‐Centered Approach to Understanding Museum Learning (2006)AHP, Fuzzy SAW, and Fuzzy WPM for the Evaluation of Cultural Websites (2020)Critical Factors for Predicting Users’ Acceptance of Digital Museums for Experience-Influenced Environments (2021)Towards Enhancing Virtual Museums by Contextualizing Art through Interactive Visualizations (2022)The Strength of Weak Ties (1973)Situated Learning (1991)Communities of practice learning, meaning, and identity (1999)Information and Knowledge Organisation in Digital Humanities (2021)Qualitative Content Analysis (2008)Determinants of social desirability bias in sensitive surveys: a literature review (2011)Social Science Research: Principles, Methods and Practices (2019)Query Model Framework Design for Conservation History and Endowments Database: A Case Study on the Digitization of the Sumedang Larang Kingdom’s History and Endowments in Indonesia (2023)Designing a Digital Repository for the Cultural and Natural Heritage of the Island of Zakynthos (2024)Digital Transformation in the Cultural Heritage Sector and Its Impacts on Sustainable Regional Development in Peripheral Regions (2025)
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References

  • 1999Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement4,828 cited
  • 2015Integrating a Location-Based Mobile Game in the Museum Visit108 cited
  • 2016Evaluating websites of museums: State of the art108 cited
  • 2013MuseUs106 cited
  • 2016The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study92 cited
  • 2014Interacting with Virtual Reconstructions in Museums72 cited
  • 2016Accessible museum collections for the visually impaired67 cited
  • 2016Families and Mobile Devices in Museums46 cited

Cited by

  • 2019Digital Heritage as a Scholarly Field—Topics, Researchers, and Perspectives from a Bibliometric Point of View32 cited
  • 2021Digital topics on cultural heritage investigated: how can data-driven and data-guided methods support to identify current topics and trends in digital heritage?31 cited
  • 2022From #MuseumAtHome to #AtHomeAtTheMuseum: Digital Museums and Dialogical Engagement Beyond the COVID-19 Pandemic29 cited
  • 2022Decolonizing Design with Technology in Cultural Heritage Contexts - Systematic Literature Review12 cited
  • 2024The edutainment scan: immersive media and its deployment in museums10 cited
  • 2018The Scope of Multisensory Experiences in Cultural Heritage Sites

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9 cited
  • 2019El potencial de las TIC para la interpretación y puesta en valor del patrimonio: la relación entre las TIC y la satisfacción de los visitantes a centros culturales6 cited
  • 2019Preface to the UMUAI special issue on personalized delivery of cultural heritage content: perspectives on 7 years of progress in the field6 cited
  • 2025An Evaluation of LLM-based Chatbots for Enhancing the Visitor’s User Experience at Cultural Exhibits5 cited
  • 2018From Co-Curation to Co-Creation: Users as Collective Authors of Archive-Based Cultural Heritage Narratives5 cited
  • 2021User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries2 cited