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New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space
14 references·11 citing·49 second hop
New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space (2020)New Media and Space: An Empirical Study o…Hybrid Space: An Emerging Opportunity That Alternative Reality Technologies Offer to the Museums (2018)Hybrid Space: An Emerging Opp…The effect of multitasking on time perception, enjoyment, and ad evaluation (2014)The effect of multitasking on…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A case study of the in-class use of a video game for teaching high school history (2010)A case study of the in-class …Museums in a Troubled World (2009)Museums in a Troubled WorldWITHDRAWN - Mixed Methods Sampling (2007)WITHDRAWN - Mixed Methods Sam…From Cyber to Hybrid (2006)From Cyber to HybridVirtual museums for all: employing game technology for edutainment (2004)Virtual museums for all: empl…Measuring Learning Outcomes in Museums, Archives and Libraries: The Learning Impact Research Project (LIRP) (2004)Measuring Learning Outcomes i…The impact of colour in the store environment : an environmental psychology approach (2002)The impact of colour in the s…Comparison of Hypermedia Learning and Traditional Instruction on Knowledge Acquisition and Retention (2001)Comparison of Hypermedia Lear…The Role of Perception of Time in Consumer Research (1981)The Role of Perception of Tim…Principles of Instructional Design (1974)Principles of Instructional D…Experimental and Quasi-Experimental Designs for Research (1963)Experimental and Quasi-Experi…AI-Enabled Contextual Narrative Interaction for Cultural Heritage Education:The Synthesis of AI-assisted Interactive Narratives and 3D modeling Framework for Cultural Heritage Education (CH-SAIN) informed by Immersive/Embodied learning and Digital Heritage Theories (2026)AI-Enabled Contextual Narrati…Three-Dimensional Modeling and AI-Assisted Contextual Narratives in Digital Heritage Education: Course for Enhancing Design Skill, Cultural Awareness, and User Experience (2025)Three-Dimensional Modeling an…Enhancing the Sustainability of Intangible Cultural Heritage Projects: Obtaining Efficient Digital Skills Preservation through Binocular Half Panoramic VR Maps (2024)Enhancing the Sustainability …Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games (2024)Digital Game-Based Heritage E…Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand (2024)Comparing the Impact of Non-G…An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzes (2024)An empirical study of virtual…The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study (2023)The Impact of Virtual Museum …Mixed Cultural Visits or What COVID-19 Taught Us (2023)Mixed Cultural Visits or What…VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games (2022)VR Games in Cultural Heritage…Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space (2022)Museum beyond physical walls:…A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)A meta-analytic review on inc…Book Review: The Theory of Buyer Behavior (1971)The cultural environment of international business (1978)Consumer Value: A Framework for Analysis and Research (1999)Understanding Service Convenience (2002)Whither Services Marketing? 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this work references cited by second hop

References

  • 1963Experimental and Quasi-Experimental Designs for Research15,090 cited
  • 1974Principles of Instructional Design4,479 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2007WITHDRAWN - Mixed Methods Sampling2,280 cited
  • 2006From Cyber to Hybrid691 cited
  • 1981The Role of Perception of Time in Consumer Research372 cited
  • 2010A case study of the in-class use of a video game for teaching high school history296 cited
  • 2009Museums in a Troubled World174 cited
  • 2004Measuring Learning Outcomes in Museums, Archives and Libraries: The Learning Impact Research Project (LIRP)163 cited
  • 2004Virtual museums for all: employing game technology for edutainment147 cited
  • 2014The effect of multitasking on time perception, enjoyment, and ad evaluation86 cited
  • 2001Comparison of Hypermedia Learning and Traditional Instruction on Knowledge Acquisition and Retention80 cited
  • 2002The impact of colour in the store environment : an environmental psychology approach21 cited
  • 2018Hybrid Space: An Emerging Opportunity That Alternative Reality Technologies Offer to the Museums13 cited

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  • 2022

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A meta-analytic review on incorporating virtual and augmented reality in museum learning
170 cited
  • 2022VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games139 cited
  • 2022Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space57 cited
  • 2024Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand39 cited
  • 2024An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzes39 cited
  • 2024Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games29 cited
  • 2024Enhancing the Sustainability of Intangible Cultural Heritage Projects: Obtaining Efficient Digital Skills Preservation through Binocular Half Panoramic VR Maps24 cited
  • 2025Three-Dimensional Modeling and AI-Assisted Contextual Narratives in Digital Heritage Education: Course for Enhancing Design Skill, Cultural Awareness, and User Experience13 cited
  • 2023The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study8 cited
  • 2023Mixed Cultural Visits or What COVID-19 Taught Us5 cited
  • 2026AI-Enabled Contextual Narrative Interaction for Cultural Heritage Education:The Synthesis of AI-assisted Interactive Narratives and 3D modeling Framework for Cultural Heritage Education (CH-SAIN) informed by Immersive/Embodied learning and Digital Heritage Theories1 cited