SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
VR/AR artworks in the museum: Redefining preservation through collaboration
15 references·1 citing·40 second hop
VR/AR artworks in the museum: Redefining preservation through collaboration (2024)VR/AR artworks in the museum: Redefining …Museums and Technologies of Presence (2023)Museums and Technologies of P…Routledge Handbook of Art, Science, and Technology Studies (2021)Routledge Handbook of Art, Sc…International Journal of Heritage Studies (2020)International Journal of Heri…Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms (2020)Art museums and the incorpora…An Organizational Perspective on ArtScience Collaboration: Opportunities and Challenges of Platforms to Collaborate with Artists (2020)An Organizational Perspective…Drawing Things Together: Understandingthe Challenges and Opportunities of a Cross-LAM Approach to Digital GamePreservation and Exhibition (2019)Drawing Things Together: Unde…Digital Art through the Looking Glass. New strategies for archiving, collecting and preserving in digital humanities (2019)Digital Art through the Looki…Preservation practices of new media artists (2017)Preservation practices of new…Re-collection (2014)Re-collectionAugmented Reality Art (2014)Augmented Reality ArtNew media in the white cube and beyond: curatorial models for digital art (2009)New media in the white cube a…An Introduction to Qualitative Research (2009)An Introduction to Qualitativ…Char Davies's Immersive Virtual Art and the Essence of Spatiality (2007)Char Davies's Immersive Virtu…Qualitative Researching (1997)Qualitative ResearchingSix Years: The Dematerialization of the Art Object from 1966 to 1972 (1974)Six Years: The Dematerializat…Integrating Digital Technologies into Cultural Heritage Conservation to Engage Young Audiences: A Case Study of Milele Museum, Rwanda (2025)Integrating Digital Technolog…Qualitative research and evaluation methods (1980)Basics of Qualitative Research (1992)Mixed Method Research: Instruments, Validity, Reliability and Reporting Findings (2013)Skype as a Tool for Qualitative Research Interviews (2016)The Discovery of Grounded Theory (2017)QUALITATIVE RESEARCH METHODOLOGY IN SOCIAL SCIENCES AND RELATED SUBJECTS (2018)Civilizing Rituals: Inside Public Art Museums. (1998)Building Virtual and Augmented Reality museum exhibitions (2004)The Museum Experience (2016)The strategic governance of the digital accounting environment: insights from virtual museums (2021)Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future (2022)Effect of Trust in Metaverse on Usage Intention through Technology Readiness and Technology Acceptance Model (2023)Toward a Theory of Organizational Creativity (1993)”Coopetition” in Business Networks—to Cooperate and Compete Simultaneously (2000)Explicating Open Innovation:Clarifying an Emerging Paradigm for Understanding Innovation (2014)Foundations of ArtScience: Formulating the Problem (2020)"We’re Not Decorators": Fostering Interdisciplinary Exchange in STEM–Artist Collaborations (2023)Learning to collaborate within transdisciplinarity: internal barriers and strengths of an art–science encounter (2024)Introduction: Heritage and Identity (2005)Using ecomuseum indicators to evaluate the Robben Island Museum and World Heritage Site (2006)International Journal of Heritage Studies (2018)International Heritage Law for Communities (2019)Jamming with Social Media: How Cognitive Structuring of Organizing Vision Facets Affects IT Innovation Diffusion1 (2015)Phenomenology, Pokémon Go, and Other Augmented Reality Games (2017)The Use of Augmented Reality to Expand the Experience of Museum Visitors (2021)What is generative art? (2009)Geography and art. An expanding field (2012)Autotheory as Feminist Practice in Art, Writing, and Criticism (2021)Daring to disentangle: towards a framework for art-science-technology collaborations (2022)A Place for Science and Technology Studies (2023)SciArt collaborations at the Joint Research Centre: Understanding and evaluating transdisciplinary innovation beyond economic value (2025)Now I see it, now I don’t: researcher’s position and reflexivity in qualitative research (2013)Member Checking (2016)Purposive sampling: complex or simple? Research case examples (2020)Preserving the unpreservable: docile and unruly objects at MoMA (2014)Digital curation beyond the “wild frontier”: a pragmatic approach (2015)Information in the personal collections of writers and artists: Practices, challenges and preservation (2022)Contemporary Art and New Media (2016)Digital media, development and political creativity – between Utopia and digital disruption in urban Nairobi (2017)AI in the Public Eye: Investigating Public AI Literacy Through AI Art (2023)
this work references cited by second hop

References

  • 1997Qualitative Researching4,262 cited
  • 2009An Introduction to Qualitative Research2,334 cited
  • 1974Six Years: The Dematerialization of the Art Object from 1966 to 1972429 cited
  • 2020International Journal of Heritage Studies98 cited
  • 2020Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms78 cited
  • 2009New media in the white cube and beyond: curatorial models for digital art72 cited
  • 2014Re-collection71 cited
  • 2021Routledge Handbook of Art, Science, and Technology Studies45 cited
  • 2014Augmented Reality Art35 cited
  • 2020An Organizational Perspective on ArtScience Collaboration: Opportunities and Challenges of Platforms to Collaborate with Artists33 cited
  • 2007Char Davies's Immersive Virtual Art and the Essence of Spatiality25 cited
  • 2019Digital Art through the Looking Glass. New strategies for archiving, collecting and preserving in digital humanities23 cited
  • 2017Preservation practices of new media artists21 cited
  • 2023Museums and Technologies of Presence11 cited
  • 2019Drawing Things Together: Understandingthe Challenges and Opportunities of a Cross-LAM Approach to Digital GamePreservation and Exhibition

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

6 cited

Cited by

  • 2025Integrating Digital Technologies into Cultural Heritage Conservation to Engage Young Audiences: A Case Study of Milele Museum, Rwanda1 cited