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Key Technology of Virtual Roaming System in the Museum of Ancient High-Imitative Calligraphy and Paintings
6 references·2 citing·42 second hop
Key Technology of Virtual Roaming System in the Museum of Ancient High-Imitative Calligraphy and Paintings (2020)Key Technology of Virtual Roaming System …Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality (2019)Framing collaborative process…The role of collaboration in innovation at cultural and creative organisations. The case of the museum (2018)The role of collaboration in …Museum communication and storytelling: articulating understandings within the museum structure (2017)Museum communication and stor…DynaMus: A fully dynamic 3D virtual museum framework (2016)DynaMus: A fully dynamic 3D v…Museum websites and museum visitors: digital museum resources and their use (2008)Museum websites and museum vi…The museum as information utility (1991)The museum as information uti…Advancing cultural heritage: a decadal review of digital transformation in Chinese museums (2025)Advancing cultural heritage: …Research on the Application of VR Technology in the Experience of Virtual Movable-Type Printing Museum (2023)Research on the Application o…Museums and the Shaping of Knowledge (1992)Museums and the Shaping of Knowledge (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Museum experiences that change visitors (2009)Digital Responses of UK Museum Exhibitions to the COVID‐19 Crisis, March – June 2020 (2021)Digitalization in the cultural industry: evidence from Italian museums (2021)Building Virtual and Augmented Reality museum exhibitions (2004)Virtual museums for all: employing game technology for edutainment (2004)Virtual museums, a survey and some issues for consideration (2009)The Invisible Museum: A User-Centric Platform for Creating Virtual 3D Exhibitions with VR Support (2021)Towards Enhancing Virtual Museums by Contextualizing Art through Interactive Visualizations (2022)A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience (2023)Relevance: Communication and cognition . 2nd edn. By. Dan Sperber and Deirdre Wilson. Oxford & Cambridge, MA: Blackwell, 1995. Pp. xiii, 326. (1997)The storytelling animal: how stories make us human (2012)Inclusive museum audio guides: ‘guided looking’ through audio description enhances memorability of artworks for sighted audiences (2021)Museum as multisensorial site: story co-making and the affective interrelationship between museum visitors, heritage space, and digital storytelling (2021)Storytelling in heritage tourism: an exploration of co-creative experiences from a tourist perspective (2023)Diffusion of innovations. (2003)Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Diffusion of Innovations 1 (2019)Facing Covid-19: the digitalization path of Opera di Santa Maria del Fiore in Florence (2021)Art of innovating in the arts: definitions, determinants, and mode of innovation in creative industries, a systematic review (2022)Curators or creators: Role configurations of digital innovation strategy in museum tourism destination and the principles underlying their attractiveness (2024)The pasteurization of France (1988)Institutional Ecology, `Translations' and Boundary Objects: Amateurs and Professionals in Berkeley's Museum of Vertebrate Zoology, 1907-39 (1989)The Pasteurization of France (1989)An Educational Approach for Present and Future of Digital Transformation in Portuguese Organizations (2020)Digital business models in cultural tourism (2021)Technological capabilities in the era of the digital economy for integration into cyber-physical systems and the IoT using decision-making approach (2023)VIRTUE (2019)V-Museum: A Virtual Museum Based on Augmented and Virtual Realities for Cultural Heritage Mediation (2020)A Virtual Experience System of Bamboo Weaving for Sustainable Research on Intangible Cultural Heritage Based on VR Technology (2023)Systematic Review of Empowering Intangible Cultural Heritage with Metaverse Technology (2025)The origins of intelligence in children. (1952)Gamification in theory and action: A survey (2014)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Thing-Human-Emotion-Beauty model for multi-dimensional perception of cultural relics’ values from the design perspective (2025)A knowledge-graph-guided interactive system with controllable generation for enhancing the interpretation of Song Dynasty ceramics (2026)Administrative absorption of technology: The adoption of virtual production (VP) technologies in China’s state-owned museums (2026)Museums, exhibits and visitor satisfaction: a study of the Cham Museum, Danang, Vietnam (2013)A review of audio guides in the era of smart tourism (2016)Virtual exhibitions and communication factors (2018)
this work references cited by second hop

References

  • 2008Museum websites and museum visitors: digital museum resources and their use142 cited
  • 2016DynaMus: A fully dynamic 3D virtual museum framework117 cited
  • 1991The museum as information utility75 cited
  • 2017Museum communication and storytelling: articulating understandings within the museum structure72 cited
  • 2019Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality49 cited
  • 2018The role of collaboration in innovation at cultural and creative organisations. The case of the museum37 cited

Cited by

  • 2025Advancing cultural heritage: a decadal review of digital transformation in Chinese museums24 cited
  • 2023Research on the Application of VR Technology in the Experience of Virtual Movable-Type Printing Museum3 cited

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