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Tenochtitlan - An Interactive Virtual Reality Environment that Encourages Museum Exhibit Engagement
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Tenochtitlan - An Interactive Virtual Reality Environment that Encourages Museum Exhibit Engagement (2017)Tenochtitlan - An Interactive Virtual Rea…Exploring the suitability of virtual reality interactivity for exhibitions through an integrated evaluation: the case of the Ename Museum (2007)Exploring the suitability of …Virtual museums for all: employing game technology for edutainment (2004)Virtual museums for all: empl…RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit (2024)RHINO-VR Experience: Teaching…Research on the production, application and management of virtual reality in the National Palace Museum (2023)Research on the production, a…Digital Storytelling in a Museum Application Using the Web of Things (2020)Digital Storytelling in a Mus…Changing Values in the Art Museum: rethinking communication and learning (2000)Towards a new era for Cultural Heritage Education: Discussing the role of ICT (2010)The MUSETECH Model (2019)Augmented museum experience through Tangible Narrative (2021)WoTEdu: A Multimodal Interactive Storytelling System (2021)Narrating the Story of a Digitized Old Historical Map (2022)Virtual museums, a survey and some issues for consideration (2009)Experiencing immersive virtual reality in museums (2019)Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction (2021)MINERVA: a second-generation museum tour-guide robot (2003)Fear of Autonomous Robots and Artificial Intelligence: Evidence from National Representative Data with Probability Sampling (2017)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)Mind in Society: The Development of Higher Psychological Processes (1978)The Metaphysics of Virtual Reality (1994)The impact of computer anxiety and self‐efficacy upon performance (1998)Evaluating the Use of Virtual Reality and Multimedia Applications for Presenting The Past (2011)EFFECTS OF INTERACTIVE DIGITAL MEDIA ON ARCHITECTURAL HERITAGE LEARNING (2015)The MuseLearn Platform: Personalized Content for Museum Visitors Assisted by Vision-Based Recognition and 3D Pose Estimation of Exhibits (2020)Developing serious games for cultural heritage: a state-of-the-art review (2010)DynaMus: A fully dynamic 3D virtual museum framework (2016)Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future (2022)
this work references cited by second hop

References

  • 2004Virtual museums for all: employing game technology for edutainment144 cited
  • 2007Exploring the suitability of virtual reality interactivity for exhibitions through an integrated evaluation: the case of the Ename Museum27 cited

Cited by

  • 2020Digital Storytelling in a Museum Application Using the Web of Things8 cited
  • 2023Research on the production, application and management of virtual reality in the National Palace Museum2 cited
  • 2024RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit2 cited

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