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A Bodies‐On Museum: The Transformation of Museum Embodiment through Virtual Technology
12 references·8 citing·37 second hop
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this work references cited by second hop

References

  • 1996The Field of Cultural Production: Essays on Art and Literature4,672 cited
  • 2016Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum515 cited
  • 2019Experiencing immersive virtual reality in museums485 cited
  • 2019How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness332 cited
  • 2016A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs313 cited
  • 2018Embodied cognition and its significance for education272 cited
  • 2019A visitors’ experience model for mixed reality in the museum105 cited
  • 2020Museums at Home: Digital Initiativesin Response to COVID-1977 cited
  • 2022A proposal of virtual museum metaverse content for the MZ generation64 cited
  • 2020Museums around the world in the Face of Covid-1955 cited
  • 2021Museums and Communication: The Case of the Louvre Museum at the Covid-19 Age25 cited
  • 2016Complementing Artworks to Create Immersive VR Museum Experiences20 cited

Cited by

  • 2025Virtual Museums as Meaning-Modeling Systems in Digital Heritage6 cited
  • 2023Müze Eğitiminde Yeni Teknolojilerin Kullanımı ve Kazanımlar5 cited

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2024
Alternative icons: rethinking symbols of power in ‘The World of Stonehenge’
5 cited
  • 2025Museums and Urban Sustainability: A Comparative Study of Athens and Singapore5 cited
  • 2024Exploring virtual museums: Pre‐service teachers' experiences of virtual museums in gifted and talented education2 cited
  • 2024From house museum to virtual reality: memory, space, and material culture study in Sir John Soane’s Museum2 cited
  • 2024Materializing mortality: Re‐enchanting grave goods in the British Museum using mixed‐method approaches to audience research1 cited
  • 2026Physical-first Digital Museums: Audiences’ Desires for Physical Spaces, Bodies, and Senses in Digital Experiences1 cited