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The Effects of LLM-Empowered Chatbots and Avatar Guides on the Engagement, Experience, and Learning in Virtual Museums
10 references·0 citing·53 second hop
The Effects of LLM-Empowered Chatbots and Avatar Guides on the Engagement, Experience, and Learning in Virtual Museums (2025)The Effects of LLM-Empowered Chatbots and…VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context (2024)VR, AR, gamification and AI t…LLM-Aided Museum Guide: Personalized Tours Based on User Preferences (2024)LLM-Aided Museum Guide: Perso…An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzes (2024)An empirical study of virtual…A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience (2023)A Virtual Reality Museum to R…Thresholds (2020)ThresholdsAccessing Cultural Artifacts through Digital Companions: The Effects on Children's Engagement (2015)Accessing Cultural Artifacts …The Herbert Virtual Museum (2013)The Herbert Virtual MuseumEngaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience (2011)Engaging Visitors in Museums …A Conversational Agent as Museum Guide – Design and Evaluation of a Real-World Application (2005)A Conversational Agent as Mus…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Embodied Conversational Agents (2000)Cross-cultural differences in recognizing affect from body posture (2006)“It doesn’t matter what you are!” Explaining social effects of agents and avatars (2010)Empathy in Virtual Agents and Robots (2017)Digital game-based learning (2003)Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning (2015)Digital Game-Based Learning (2019)Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences (2020)Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games (2022)Experience and Education (1986)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Why Teachers Adopt a Controlling Motivating Style Toward Students and How They Can Become More Autonomy Supportive (2009)Beyond boredom and anxiety (1975)The Uncanny Valley [From the Field] (2012)‘My special, my special thing, and my camera!’ Using GoPro™ as a complementary research tool to investigate young children’s museum experiences. (2018)Engagement in Human-Agent Interaction: An Overview (2020)Mobile Serious Game for Enhancing User Experience in Museum (2022)Lessons from the lighthouse (2003)Reality Media (2021)eXtended Reality (XR) Experiences in Museums for Cultural Heritage: A Systematic Review (2022)Virtual Reality in Museums: Does It Promote Visitor Enjoyment and Learning? (2022)Experiencing immersive virtual reality in museums (2019)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games (2022)Evaluating the Impact of XR on User Experience in the Tomato Industrial Museum “D. Nomikos” (2024)Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review (2024)Factors influencing user acceptance of virtual reality in preserving Wuhu iron painting from the unified theory of acceptance and use of technology perspective (2025)DynaMus: A fully dynamic 3D virtual museum framework (2016)Virtual museum system evaluation through user studies (2017)Mixed reality experiences in museums: Exploring the impact of functional elements of the devices on visitors’ immersive experiences and post-experience behaviours (2022)What influences user continuous intention of digital museum: integrating task-technology fit (TTF) and unified theory of acceptance and usage of technology (UTAUT) models (2024)Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes (2025)From Virtual Museum Experience Quality to Offline Visit Intention: A Cultural Identity Mediation Model for Sustainable Heritage Engagement (2025)Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum (2016)A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)A Reference Architecture for Virtual Human Integration in the Metaverse: Enhancing the Galleries, Libraries, Archives, and Museums (GLAM) Sector with AI-Driven Experiences (2025)Analyzing Visitor Behavior to Enhance Personalized Experiences in Smart Museums: A Systematic Literature Review (2025)Immersive Technologies in Digital Museums: A Systematic Review of Virtual and Augmented Reality for Heritage Reconstruction and Visitor Experience (2025)Engaging Museum Visitors with AI: The Case of Chatbots (2019)Development of e-service virtual museum tours in Poland during the SARS-CoV-2 pandemic (2020)Crafting a Museum Guide Using ChatGPT4 (2023)AI-Enhanced Interactive Storytelling for Cultural Heritage: A Prototype System for Dunhuang Murals (2025)An Evaluation of LLM-based Chatbots for Enhancing the Visitor’s User Experience at Cultural Exhibits (2025)Using a Large Language Model as Design Material for an Interactive Museum Installation (2025)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Flow: the psychology of optimal experience (1990)Scale Development : Theory and Applications (1991)A Systematic Review on Digital Technology for Enhancing User Experience in Museums (2018)Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)
this work references cited by second hop

References

  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 2005A Conversational Agent as Museum Guide – Design and Evaluation of a Real-World Application396 cited
  • 2011Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience95 cited
  • 2020Thresholds66 cited
  • 2023A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience50 cited
  • 2013The Herbert Virtual Museum35 cited
  • 2024VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context32 cited
  • 2024An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzes30 cited
  • 2024LLM-Aided Museum Guide: Personalized Tours Based on User Preferences29 cited
  • 2015Accessing Cultural Artifacts through Digital Companions: The Effects on Children's Engagement14 cited

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