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Implementation of Immersive Technology to Support Experience-Based Learning for Children in the Museum of Nusantara Folklore
5 references·0 citing·22 second hop
Implementation of Immersive Technology to Support Experience-Based Learning for Children in the Museum of Nusantara Folklore (2025)Implementation of Immersive Technology to…How Immersive and Interactive Technologies Affect the User Experience and Cultural Exchange in the Museum and Gallery Sector (2024)How Immersive and Interactive…Augmented and Virtual Reality to Enhance the Didactical Experience of Technological Heritage Museums (2023)Augmented and Virtual Reality…An experiential view to children learning in museums with Augmented Reality (2019)An experiential view to child…Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places (2017)Augmented reality, virtual re…Bodyspace: Anthropometry, Ergonomics And The Design Of Work (2002)Bodyspace: Anthropometry, Erg…Managing the co-creation of value (2007)On value and value co-creation: A service systems and service logic perspective (2008)Critical service logic: making sense of value creation and co-creation (2012)Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model (2018)Exploring the role of next-generation virtual technologies in destination marketing (2018)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020)Digital media in institutional informal learning places: A systematic literature review (2021)The role of immersive technology in Customer Experience Management (2021)Value of augmented reality at cultural heritage sites: A stakeholder approach (2017)When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)Designing virtual reality based 3D modeling and interaction technologies for museums (2023)Evaluating the Impact of XR on User Experience in the Tomato Industrial Museum “D. Nomikos” (2024)Enhancing textile heritage engagement through generative AI-based virtual assistants in virtual reality museums (2025)The comparisons of anthropometric characteristics among four peoples in East Asia (2004)Swedish anthropometrics for product and workplace design (2008)A review of the methodology and applications of anthropometry in ergonomics and product design (2018)Exploring trust and social cognition in the adoption of Metaverse-based museums (2025)
this work references cited by second hop

References

  • 2002Bodyspace: Anthropometry, Ergonomics And The Design Of Work498 cited
  • 2017Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places331 cited
  • 2019An experiential view to children learning in museums with Augmented Reality121 cited
  • 2023Augmented and Virtual Reality to Enhance the Didactical Experience of Technological Heritage Museums65 cited
  • 2024How Immersive and Interactive Technologies Affect the User Experience and Cultural Exchange in the Museum and Gallery Sector4 cited

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