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Exploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction
10 references·3 citing·37 second hop
Exploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction (2023)Exploring Digital Means to Engage Visitor…Making virtual reconstructions part of the visit: An exploratory study (2019)Making virtual reconstruction…Phone vs. Tangible in Museums (2018)Phone vs. Tangible in MuseumsEffects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum (2016)Effects of Virtual Reality an…Touching the Past: Investigating Lived Experiences of Heritage in Living History Museums (2015)Touching the Past: Investigat…Tangible interfaces for digital museum applications (2015)Tangible interfaces for digit…Integrating material and digital (2013)Integrating material and digi…Museum Materialities: Objects, Engagements, Interpretations (2011)Museum Materialities: Objects…The Participatory Museum (2010)The Participatory MuseumInteractions around a contextually embedded system (2010)Interactions around a context…Computers on the Exhibit Floor (1992)Computers on the Exhibit FloorXR-Mediated Cultural Experiences: Enhancing Visitor Engagement (2025)XR-Mediated Cultural Experien…Transformation in the Digital Age: Factors Influencing Visitor Engagement in Virtual Museums (2025)Transformation in the Digital…Factors influencing user acceptance of virtual reality in preserving Wuhu iron painting from the unified theory of acceptance and use of technology perspective (2025)Factors influencing user acce…Interaction Analysis: Foundations and Practice (1995)Designs for learning: Studying science museum exhibits that do more than entertain (2004)Where The Action Is (2017)Digital Exhibit Labels in Museums (2018)Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences (2019)Human-Computer Interactions in Museums (2019)Hybrid design creates innovative museum experiences (2005)Museum materialities: objects, sense and feeling (2009)The heritage tourist: an understanding of the visitor experience at heritage attractions (2017)Blending customisation, context-awareness and adaptivity for personalised tangible interaction in cultural heritage (2018)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The partial least squares approach for structural equation modeling. (1998)Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places (2017)A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors (2019)Experiencing immersive virtual reality in museums (2019)Using thematic analysis in psychology (2006)Identity and the Museum Visitor Experience (2016)A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums – Research Findings and Design Implications (2020)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Design of Digital Interaction for Complex Museum Collections (2020)Designing Soundscapes for Presence in Virtual Reality Exhibitions: A Study of Visitor Experiences (2021)Criteria of “Effectiveness” and Related Aspects in Adaptive Reuse Projects of Heritage Buildings (2022)Participation and Technology: Perception and Public Expectations about the Use of ICTs in Museums (2013)Exploring the Potential of the Internet of Things at a Heritage Site through Co-Design Practice (2018)Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector (2018)Museums and art galleries as partners for public health interventions (2013)Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage (2016)Mixed Reality for Museum Experiences: A Co-Creative Tactile-immersive Virtual Coloring Serious Game (2018)Stories, journeys and smart maps: an approach to universal access (2021)Design and evaluation of smart-exhibit systems that enrich cultural heritage experiences for the visually impaired (2023)The Augmented House Museum (2017)Multisensory Interactive Storytelling to Augment the Visit of a Historical House Museum (2018)Crafting Critical Heritage Discourses into Interactive Exhibition Design (2020)Museums and the ‘new museology’: theory, practice and organisational change (2013)Equity in informal science education: developing an access and equity framework for science museums and science centres (2014)The Organization of Informal Learning (2016)
this work references cited by second hop

References

  • 2010The Participatory Museum900 cited
  • 2016Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum515 cited
  • 2011Museum Materialities: Objects, Engagements, Interpretations221 cited
  • 2013Integrating material and digital175 cited
  • 2010Interactions around a contextually embedded system60 cited
  • 2018Phone vs. Tangible in Museums59 cited
  • 2019Making virtual reconstructions part of the visit: An exploratory study41 cited
  • 2015Touching the Past: Investigating Lived Experiences of Heritage in Living History Museums29 cited
  • 1992Computers on the Exhibit Floor28 cited
  • 2015Tangible interfaces for digital museum applications25 cited

Cited by

  • 2025Transformation in the Digital Age: Factors Influencing Visitor Engagement in Virtual Museums10 cited
  • 2025Factors influencing user acceptance of virtual reality in preserving Wuhu iron painting from the unified theory of acceptance and use of technology perspective10 cited
  • 2025XR-Mediated Cultural Experiences: Enhancing Visitor Engagement7 cited

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