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Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience
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Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience (2022)Augmented Reality and 3D Printing for Arc…Light at the end of the tunnel: Visitors' virtual reality (versus in-person) attraction site tour-related behavioral intentions during and post-COVID-19 (2021)Light at the end of the tunne…Ambient Information Visualisation and Visitors’ Technology Acceptance of Mixed Reality in Museums (2020)Ambient Information Visualisa…3D printing for mixed reality hands-on museum exhibit interaction (2019)3D printing for mixed reality…Museum visitor preference for the physical properties of 3D printed replicas (2018)Museum visitor preference for…Computer-Aided Design of Tactile Models (2012)Computer-Aided Design of Tact…Art Beyond Sight: A Resource Guide to Art, Creativity, and Visual Impairment (2002)Digital technologies applied to the accessible management of museums. The first experiments carried out at the Museum of Oriental Art of Turin (2021)Prototypes to Increase Museum Experience and Accessibility. Palazzo Mazzonis’ Atrium in Turin: The Work in Progress (2021)Understanding Blind and Low Vision Users' Attitudes Towards Spatial Interactions in Desktop Screen Readers (2023)Experiential Learning : Experience as the Source of Learning and Development (1983)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Human-Computer Interactions in Museums (2019)Designing 3-D Prints for Blind and Partially Sighted Audiences in Museums: Exploring the Needs of Those Living with Sight Loss (2020)Beyond “do not touch”: the experience of a three-dimensional printed artifacts museum as an alternative to traditional museums for visitors who are blind and partially sighted (2022)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020)Consumer engagement via interactive artificial intelligence and mixed reality (2021)What drives technology-enhanced storytelling immersion? The role of digital humans (2022)Coefficient Alpha and the Internal Structure of Tests (1951)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Virtual Reality in Destination Marketing: Telepresence, Social Presence, and Tourists’ Visit Intentions (2021)Would you enjoy virtual travel? The characteristics and causes of virtual tourists’ sentiment under the influence of the COVID-19 pandemic (2021)A systematic review of virtual reality in tourism and hospitality: The known and the paths to follow (2023)Towards a Sustainable Future: Ubiquitous Knowledge Mixed Reality Museum (2020)Meaningful Communication of Museum Artifacts through the Integration of Digital Features into Physical Replicas (2023)Research progress on wisdom museums in metaverse (2023)
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References

  • 2021Light at the end of the tunnel: Visitors' virtual reality (versus in-person) attraction site tour-related behavioral intentions during and post-COVID-19247 cited
  • 2020Ambient Information Visualisation and Visitors’ Technology Acceptance of Mixed Reality in Museums103 cited
  • 2018Museum visitor preference for the physical properties of 3D printed replicas50 cited
  • 2012Computer-Aided Design of Tactile Models31 cited
  • 20193D printing for mixed reality hands-on museum exhibit interaction16 cited

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