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RETRACTED ARTICLE: IoT in a museum for interactive experience design
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RETRACTED ARTICLE: IoT in a museum for interactive experience design (2021)RETRACTED ARTICLE: IoT in a museum for in…Site Experience Enhancement and Perspective in Cultural Heritage Fruition—A Survey on New Technologies and Methodologies Based on a “Four-Pillars” Approach (2021)Site Experience Enhancement a…Museums in the Infosphere: reshaping value creation (2021)Museums in the Infosphere: re…Humanized museums? How digital technologies become relational tools (2021)Humanized museums? How digita…ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display (2021)ARTYCUL: A Privacy-Preserving…THE APPLICATION OF TECHNOLOGY IN MUSEUMS (2020)THE APPLICATION OF TECHNOLOGY…Designing for cultural learning and reflection using IoT serious game approach (2020)Designing for cultural learni…IoT and Engagement in the Ubiquitous Museum (2019)IoT and Engagement in the Ubi…Digital Augmentation of Historical Objects Through Tangible Interaction (2019)Digital Augmentation of Histo…The principles of psychology, Vol I. (1890)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Social signal processing: Survey of an emerging domain (2008)Determinants and risks of intentions to use mobile applications in museums: an application of fsQCA (2020)Towards a Sustainable Future: Ubiquitous Knowledge Mixed Reality Museum (2020)Evaluating visitors’ experience in museum: Comparing artificial intelligence and multi-partitioned analysis (2024)Identity and the museum visitor experience (2010)Museum Materialities: Objects, Engagements, Interpretations (2011)Integrating material and digital (2013)Value co‐creation in cultural heritage information practices: Literature review and future agenda: An Annual Review of Information Science and Technology (ARIST) paper (2023)Application Model of Museum Cultural Heritage Educational Game Based on Embodied Cognition and Immerse Experience (2025)Reflection, turning experience into learning (1985)A Scaffolding Design Framework for Software to Support Science Inquiry (2004)Learning cultural heritage by serious games (2013)A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game (2022)Evaluating Interactive Digital Exhibit Characteristics in Science Museums and Their Effects on Child Engagement (2022)Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes (2025)Exploring Satisfying Experiences in Museums (1999)Public art: thinking museums differently (2007)Interactive Display of Images in Digital Exhibition Halls under Artificial Intelligence and Mixed Reality Technology (2022)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)A visitor's guide in an active museum (2011)Designing a Smart Museum: When Cultural Heritage Joins IoT (2014)The Use of Technologies in Museums: A Bibliometric Analysis Based on the Web of Science Database (2022)Exploring Design Aspects of Online Museums: From Cultural Heritage to Art, Science and Fashion (2025)MuseUs (2013)A multisensory virtual experience model for thematic tourism: A Port wine tourism application proposal (2017)Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors (2020)Integrating Indoor Positioning, Recommendation, and Personalization to Enhance Museum Visitor Experiences (2025)Competitive Advantage: Creating and Sustaining Superior Performance (1985)Contemporary theory of conservation (2002)The Participatory Museum (2010)Transforming museums with technology and digital innovations: a scoping review of research literature (2023)Multisensory museum experience: an integrative view and future research directions (2024)The impact of digitalisation and digitisation in museums on memory-making (2024)Case Study Research: Design and Methods (1984)Seeking Qualitative Rigor in Inductive Research (2012)Exploring the experience value of museum visitors as a co-creation process (2017)Latent dimensions of museum experience: assessing cross-cultural perspectives of visitors from tripadvisor reviews (2022)Past for Future – museums as a digitalized “interaction platform” for value co-creation in tourism destinations (2022)Dialogues with cultural heritage via museum digitalisation: developing a model of visitors’ cognitive identity, technological agent, cultural symbolism, and public engagement (2023)
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References

  • 2021Museums in the Infosphere: reshaping value creation60 cited
  • 2021Humanized museums? How digital technologies become relational tools43 cited
  • 2019Digital Augmentation of Historical Objects Through Tangible Interaction41 cited
  • 2020Designing for cultural learning and reflection using IoT serious game approach27 cited
  • 2019IoT and Engagement in the Ubiquitous Museum22 cited
  • 2021Site Experience Enhancement and Perspective in Cultural Heritage Fruition—A Survey on New Technologies and Methodologies Based on a “Four-Pillars” Approach22 cited
  • 2021ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display16 cited
  • 2020THE APPLICATION OF TECHNOLOGY IN MUSEUMS13 cited

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