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Augmented Reality Brings the Real World into Natural History Dioramas with Data Visualizations and Bioacoustics at the Carnegie Museum of Natural History
6 references·8 citing·47 second hop
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(1954)The construction of reality i…Toward Relational Interactivity : Investigating More-than-Human Engagement in Hybrid Museological Spaces (2026)Toward Relational Interactivi…The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study (2023)The Impact of Virtual Museum …Review: design reshape the relationship between museum collections and visitors in digital age (2023)Review: design reshape the re…Bridging the Gap Between Education and Experience: A Comparative Analysis of IPB University Museum's Visitor Experience (2023)Bridging the Gap Between Educ…Evaluation of Mobile Augmented Reality Hearing-Impaired Museum Visitors Engagement Instrument (2022)Evaluation of Mobile Augmente…Coleções biológicas da Universidade Federal de Rondônia: o Programa de Visitação na Socialização do Conhecimento Científico (2022)Coleções biológicas da Univer…Virtual dioramas transform natural history museum exhibit halls & gardens to life with immersive AR (2020)Virtual dioramas transform na…Design of Digital Interaction for Complex Museum Collections (2020)Design of Digital Interaction…The panorama: history of a mass medium (1998)The Materiality of Stone : Explorations in Landscape Phenomenology: 1 (2004)Virtual art: From illusion to immersion (2004)Pure Land (2014)Interactive Technologies in Museums (2017)Digital Making for Inheritance and Enlivening Intangible Cultural Heritage: A Case of Hairy Monkey Handicrafts (2023)Mind in Society: The Development of Higher Psychological Processes (1978)Speech Genres and Other Late Essays (1987)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)School trips and classroom lessons: An investigation into teacher–student talk in two settings (2009)From Seeing to Observing: How Parents and Children Learn to See Science in a Botanical Garden (2017)Early informal STEM experiences and STEM identity: The importance of talking science (2019)Mental Representations: A Dual Coding Approach (1986)Generative Processes of Comprehension (1989)Multimedia Learning (2002)Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Student conceptions of natural selection and its role in evolution (1990)Public Acceptance of Evolution (2006)Digital media in institutional informal learning places: A systematic literature review (2021)Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 2021 (2021)The impact of a gamified mobile question-asking app on museum visitor group interactions: an ICAP framing (2021)Cultural tourism and business opportunities for museums and heritage sites (1995)Destination culture: tourism, museums, and heritage (1999)Self‐Referencing and Persuasion: Narrative Transportation versus Analytical Elaboration (2007)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction (2021)Marketing in the Metaverse: Conceptual understanding, framework, and research agenda (2022)Intangible Heritage as Metacultural Production1 (2004)The Order of Things (2005)Intangible Heritage as Metacultural Production (2014)The Relationship between Intangible Cultural Heritage and Urban Resilience: A Systematic Literature Review (2021)When Digital Doesn’t Work: Experiences of Co-Designing an Indigenous Community Museum (2022)A Critical Review of the Function of Intangible Cultural Heritage as a Driver for Social Resilience and Cohesion (2025)Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives (2018)Determination and Quantification Of Content Validity (1986)Scale Development : Theory and Applications (1991)Research methods for business: A skill building approach (1993)Exploring the Impact of an IoT-based Game on the Experience of Visitors at a Natural Science Museum (2024)Meta-Ethnography (1988)A meta-analysis of the effects of face-to-face cooperative learning. 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this work references cited by second hop

References

  • 1954The construction of reality in the child.4,557 cited
  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 2018When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions495 cited
  • 2004How Families Use Questions at Dioramas: Ideas for Exhibit Design86 cited
  • 2013“Pure Land”: Inhabiting the Mogao Caves at Dunhuang60 cited
  • 2016Visualizing biological data in museums: Visitor learning with an interactive tree of life exhibit42 cited

Cited by

  • 2020Design of Digital Interaction for Complex Museum Collections24 cited
  • 2023The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study8 cited
  • 2022Evaluation of Mobile Augmented Reality Hearing-Impaired Museum Visitors Engagement Instrument7 cited
  • 2020Virtual dioramas transform natural history museum exhibit halls & gardens to life with immersive AR3 cited
  • 2026Toward Relational Interactivity : Investigating More-than-Human Engagement in Hybrid Museological Spaces2 cited
  • 2022Coleções biológicas da Universidade Federal de Rondônia: o Programa de Visitação na Socialização do Conhecimento Científico1 cited
  • 2023Bridging the Gap Between Education and Experience: A Comparative Analysis of IPB University Museum's Visitor Experience1 cited
  • 2023

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Review: design reshape the relationship between museum collections and visitors in digital age
1 cited