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Museums at the Crossroads: Between Digitality, Reality, and COVID-19
1 references·7 citing·24 second hop
Museums at the Crossroads: Between Digitality, Reality, and COVID-19 (2021)Museums at the Crossroads: Between Digita…Museums and digital culture: new perspectives and research (2019)Museums and digital culture: …VISITOR SATISFACTION WITH MUSEUM MANAGEMENT DURING THE COVID-19 PANDEMIC: A CASE STUDY OF THE NATIONAL MUSEUM OF MALAYSIA (2024)VISITOR SATISFACTION WITH MUS…Transforming museum management through ICT adoption: an analysis of the Portuguese context during the COVID-19 pandemic (2024)Transforming museum managemen…Early virtual science museums: when the technology is not mature (2023)Early virtual science museums…Vignettes of Computer-based Museum Interactive and Games Software through the Years (2022)Vignettes of Computer-based M…Digital Experience in Art and Identity: The Metaverse calls (2022)Digital Experience in Art and…Digital Art and Identity Merging Human and Artificial Intelligence: Enter the Metaverse (2022)Digital Art and Identity Merg…Beyond Human: Arts and identity between reality and virtuality in a post-Covid-19 world (2021)Beyond Human: Arts and identi…The Birth of the Museum: History, Theory, Politics (1995)The Birth of the Museum: History, Theory, Politics (1996)The Participatory Museum (2010)Impact of the availability of gamified e-guides on museum visit intention (2021)Integrating Digital Techniques/ Technologies in Developing Egyptian Museums (Case Study: Alexandria Library Museums - Alexandria City) (2024)Artificial intelligence and machine learning in the preservation and innovation of intangible cultural heritage: ethical considerations and design frameworks (2025)Chapter 12: What does the Anthropocene hold for citizenship? (1905)Curating Digital Life and Culture: Art and information (2016)Museums and Digital Culture (2019)Digitalism: The New Realism? (2014)Museums and Digital Culture: From Reality to Digitality in the Age of COVID-19 (2022)Digital technologies and the museum experience: handheld guides and other media (2009)Origins of Serious Games (2011)Learning cultural heritage by serious games (2013)Recent Progress with the Computer Arts Archive (2023)The pandemic exposes human nature: 10 evolutionary insights (2020)Toward Developing a Framework for Conducting Case Study Research (2018)Determining Sample Size for Research Activities (1970)Using thematic analysis in psychology (2006)The impact of COVID-19 on tourism industry in Malaysia (2020)Service-dominant logic: continuing the evolution (2007)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)Standards for Reporting Qualitative Research (2014)Immersive Technologies in Built Heritage Spaces: Understanding Tourists’ Continuance Intention Toward Sustainable AR and VR Applications at the Terracotta Warriors Museum (2025)
this work references cited by second hop

References

  • 2019Museums and digital culture: new perspectives and research26 cited

Cited by

  • 2022Digital Art and Identity Merging Human and Artificial Intelligence: Enter the Metaverse10 cited
  • 2022Digital Experience in Art and Identity: The Metaverse calls10 cited
  • 2021Beyond Human: Arts and identity between reality and virtuality in a post-Covid-19 world9 cited
  • 2022Vignettes of Computer-based Museum Interactive and Games Software through the Years8 cited
  • 2024Transforming museum management through ICT adoption: an analysis of the Portuguese context during the COVID-19 pandemic5 cited
  • 2023Early virtual science museums: when the technology is not mature4 cited
  • 2024VISITOR SATISFACTION WITH MUSEUM MANAGEMENT DURING THE COVID-19 PANDEMIC: A CASE STUDY OF THE NATIONAL MUSEUM OF MALAYSIA1 cited

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