SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions
0 references·4 citing·15 second hop
Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions (2024)Gamifying cultural heritage: Exploring th…Temple tax and dove Trader: An interactive VR application at the interface between university teaching and museum exhibition (2025)Temple tax and dove Trader: A…Immersive Technologies in Built Heritage Spaces: Understanding Tourists’ Continuance Intention Toward Sustainable AR and VR Applications at the Terracotta Warriors Museum (2025)Immersive Technologies in Bui…Iconological Reconstruction and Complementarity in Chinese and Korean Museums in the Digital Age: A Comparative Study of the National Museum of Korea and the Palace Museum (2025)Iconological Reconstruction a…Artificial Intelligence in Heritage Tourism: Innovation, Accessibility, and Sustainability in the Digital Age (2025)Artificial Intelligence in He…Collective Memory and Cultural Identity (1995)Recoding the Museum (2007)Cultural Memory and Early Civilization (2011)The Role of Digital Innovation in Fostering Sustainability: A Lithuanian Comparative Case Study of Public and Private Museums (2025)Experiencing immersive virtual reality in museums (2019)Handbuch Methoden der empirischen Sozialforschung (2019)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)\nThe use of partial least squares path modeling in international marketing (2009)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Sustaining Digital Museum Engagement Across Generations: Evidence from the China National Silk Museum (2026)Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage (2021)Intelligent cathedrals: Using augmented reality, virtual reality, and artificial intelligence to provide an intense cultural, historical, and religious visitor experience (2022)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)The Museum That Feels: AI-Driven Affective Computing for Emotion-Adaptive AR Experiences (2026)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2025Artificial Intelligence in Heritage Tourism: Innovation, Accessibility, and Sustainability in the Digital Age39 cited
  • 2025Immersive Technologies in Built Heritage Spaces: Understanding Tourists’ Continuance Intention Toward Sustainable AR and VR Applications at the Terracotta Warriors Museum22 cited
  • 2025Iconological Reconstruction and Complementarity in Chinese and Korean Museums in the Digital Age: A Comparative Study of the National Museum of Korea and the Palace Museum12 cited
  • 2025Temple tax and dove Trader: An interactive VR application at the interface between university teaching and museum exhibition1 cited

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