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Immersive Technologies
16 references·4 citing·48 second hop
Immersive Technologies (2024)Immersive TechnologiesMuseums and Digital Culture: From Reality to Digitality in the Age of COVID-19 (2022)Museums and Digital Culture: …Intelligent cathedrals: Using augmented reality, virtual reality, and artificial intelligence to provide an intense cultural, historical, and religious visitor experience (2022)Intelligent cathedrals: Using…Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage (2021)Human-Centered Artificial Int…Algorithmic bias: review, synthesis, and future research directions (2021)Algorithmic bias: review, syn…Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)Virtual Reality in Museums: E…Influence of artificial intelligence (AI) on firm performance: the business value of AI-based transformation projects (2020)Influence of artificial intel…AI Ethics (2020)AI EthicsCulture is digital: Cultural participation, diversity and the digital divide (2019)Culture is digital: Cultural …Learning and engagement through natural history museums (2018)Learning and engagement throu…The Museum Experience (2016)The Museum ExperienceExperiencing the Digital World: The Cultural Value of Digital Engagement with Heritage (2016)Experiencing the Digital Worl…Towards a new era for Cultural Heritage Education: Discussing the role of ICT (2010)Towards a new era for Cultura…The Participatory Museum (2010)The Participatory MuseumVirtual museums, a survey and some issues for consideration (2009)Virtual museums, a survey and…Interactive geovisualization of activity-travel patterns using three-dimensional geographical information systems: a methodological exploration with a large data set (2000)Interactive geovisualization …Practical Evaluation Guide: Tools for Museums and Other Informal Educational Settings (1999)Practical Evaluation Guide: T…Immersive Technologies in Digital Museums: A Systematic Review of Virtual and Augmented Reality for Heritage Reconstruction and Visitor Experience (2025)Immersive Technologies in Dig…Exploring the Impact of Immersive Projection Art on Visitor Behavior and Engagement (2025)Exploring the Impact of Immer…RETRACTED ARTICLE: Exploring Metaverse Literacy: Immersive Technologies in Library Environments (2024)RETRACTED ARTICLE: Exploring …Ancient Wonders, Modern Tech (2024)Ancient Wonders, Modern TechThought and language (1962)Situated Cognition and the Culture of Learning (1989)Intangible Cultural Heritage: Towards collaborative planning of educational interventions (2014)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage (2017)Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development (2017)Museums and the Shaping of Knowledge (1992)Museums and the Shaping of Knowledge (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Developing serious games for cultural heritage: a state-of-the-art review (2010)New technologies in cultural institutions: theory, evidence and policy implications (2011)Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki (2018)STATISTICS FOR SPATIAL DATA (1992)Statistics for Spatial Data (1993)Statistics for Spatial Data. (1993)Geo-Narrative: Extending Geographic Information Systems for Narrative Analysis in Qualitative and Mixed-Method Research∗ (2008)Using Mobile Positioning Data to Model Locations Meaningful to Users of Mobile Phones (2010)Geographical and Temporal Weighted Regression (GTWR) (2015)Distinction: A Social Critique of the Judgement of Taste. (1985)Distinction: A Social Critique of the Judgement of Taste* (2018)Age-Related Digital Divide during the COVID-19 Pandemic in China (2021)Public libraries as reserves of cultural and digital capital: Addressing inequality through digitalization (2021)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)A resource‐based view of the firm (1984)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Artificial Intelligence and Business Value: a Literature Review (2021)AI-employee collaboration and business performance: Integrating knowledge-based view, socio-technical systems and organisational socialisation framework (2022)Artificial intelligence in innovation management: A review of innovation capabilities and a taxonomy of AI applications (2023)Emerging convergence? Thoughts on museums, archives, libraries, and professional training (2009)When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018)Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future (2022)A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience (2023)Digital Twins and Enabling Technologies in Museums and Cultural Heritage: An Overview (2023)Attitude-behavior relations: A theoretical analysis and review of empirical research. (1977)The Measurement of Observer Agreement for Categorical Data (1977)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Corporate Digital Responsibility in Service Firms and Their Ecosystems (2022)Thinking responsibly about responsible AI and ‘the dark side’ of AI (2022)Bias and Unfairness in Machine Learning Models: A Systematic Review on Datasets, Tools, Fairness Metrics, and Identification and Mitigation Methods (2023)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)A Short Review of School Field Trips: Key Findings from the Past and Implications for the Future (2008)Learning science in informal environments : people, places, and pursuits (2009)Embedding Values in Artificial Intelligence (AI) Systems (2020)Framing governance for a contested emerging technology:insights from AI policy (2020)Conversational Artificial Intelligence in Psychotherapy: A New Therapeutic Tool or Agent? (2022)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)
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References

  • 2020Influence of artificial intelligence (AI) on firm performance: the business value of AI-based transformation projects1,277 cited
  • 2020AI Ethics939 cited
  • 2016The Museum Experience935 cited
  • 2010The Participatory Museum900 cited
  • 2021Algorithmic bias: review, synthesis, and future research directions767 cited
  • 2009Virtual museums, a survey and some issues for consideration513 cited
  • 2000Interactive geovisualization of activity-travel patterns using three-dimensional geographical information systems: a methodological exploration with a large data set460 cited
  • 2020Virtual Reality in Museums: Exploring the Experiences of Museum Professionals256 cited
  • 2019Culture is digital: Cultural participation, diversity and the digital divide220 cited
  • 2010Towards a new era for Cultural Heritage Education: Discussing the role of ICT194 cited
  • 2021Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage183 cited
  • 2022Museums and Digital Culture: From Reality to Digitality in the Age of COVID-19172 cited
  • 2016Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage168 cited
  • 2022Intelligent cathedrals: Using augmented reality, virtual reality, and artificial intelligence to provide an intense cultural, historical, and religious visitor experience

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153 cited
  • 1999Practical Evaluation Guide: Tools for Museums and Other Informal Educational Settings141 cited
  • 2018Learning and engagement through natural history museums135 cited
  • Cited by

    • 2024RETRACTED ARTICLE: Exploring Metaverse Literacy: Immersive Technologies in Library Environments19 cited
    • 2025Immersive Technologies in Digital Museums: A Systematic Review of Virtual and Augmented Reality for Heritage Reconstruction and Visitor Experience12 cited
    • 2024Ancient Wonders, Modern Tech6 cited
    • 2025Exploring the Impact of Immersive Projection Art on Visitor Behavior and Engagement2 cited