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Virtual Reality in Cultural Heritage: A Scientometric Analysis and Review of Long-Term Use and Usability Trends
8 references·0 citing·38 second hop
Virtual Reality in Cultural Heritage: A Scientometric Analysis and Review of Long-Term Use and Usability Trends (2026)Virtual Reality in Cultural Heritage: A S…From Material Conservation to Digital Presence: Reconstructing Visitors’ Heritage Experience and Meaning-Making Through Digital Dunhuang (2025)From Material Conservation to…Analyzing Visitor Behavior to Enhance Personalized Experiences in Smart Museums: A Systematic Literature Review (2025)Analyzing Visitor Behavior to…The Impact of Immersive Technology in Museums on Visitors’ Behavioral Intention (2024)The Impact of Immersive Techn…Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project (2024)Introducing Digitized Cultura…Personalizing Cultural Heritage Access in a Virtual Reality Exhibition: A User Study on Viewing Behavior and Content Preferences (2023)Personalizing Cultural Herita…Enhancing Engagement through Digital Cultural Heritage: A Case Study about Senior Citizens using a Virtual Reality Museum (2023)Enhancing Engagement through …A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience (2023)A bibliometric analysis of im…Virtual cultural heritage consumption: a 3D learning experience (2011)Virtual cultural heritage con…E-tribalized marketing?: the strategic implications of virtual communities of consumption (1999)Acceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation (2005)Consumer e-shopping acceptance: Antecedents in a technology acceptance model (2008)Tourists' acceptance of advanced technology-based innovations for promoting arts and culture (2014)The Ghost in the Museum Website: Investigating the General Public’s Interactions with Museum Websites (2017)Exploring the role of next-generation virtual technologies in destination marketing (2018)Lessons learned from supplementing archaeological museum exhibitions with virtual reality (2019)Museums and Digital Culture (2019)Towards Enhancing Virtual Museums by Contextualizing Art through Interactive Visualizations (2022)VisHanfu: An Interactive System for the Promotion of Hanfu Knowledge via Cross-Shaped Flat Structure (2024)Exploring Cognitive Variability in Interactive Museum Games (2025)Designing for Older Adults: Principles and Creative Human Factors Approaches (2004)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Experiencing immersive virtual reality in museums (2019)Enriching Museum Collection with Virtual Design Objects and Community Narratives: Pop-up-VR Museum (2024)Investigating the behavioural intentions of museum visitors towards VR: A systematic literature review (2024)Multivocal Exhibition: Exploring Cultural Perspectives through User-Curated Art Exhibitions (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum (2016)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)Transforming higher education institutions through EDI leadership: A bibliometric exploration (2024)Virtual museums, a survey and some issues for consideration (2009)Learning cultural heritage by serious games (2013)SeeingVR (2019)Beyond the screen: enhancing ethnic cultural representation and engagement through immersive 360° documentary experiences in museums (2025)Integrating accessibility, usability and UX in web project management: a systematic review (2026)Multi-modal digital exhibition hall design integrating virtual reality, augmented reality and artificial intelligence toward immersive interaction and intelligent cultural services (2026)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)The Consumption of Museum Service Experiences: Benefits and Value of Museum Experiences (2009)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)Immersive Technologies in Built Heritage Spaces: Understanding Tourists’ Continuance Intention Toward Sustainable AR and VR Applications at the Terracotta Warriors Museum (2025)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Self-Determination Theory (2012)The Museum Experience Revisited (2016)Artificial intelligence application for museum to experiential transformation of cultural heritage and learning (2025)How Smart Can Museums Be? The Role of Cutting-Edge Technologies in Making Modern Museums Smarter (2025)Reshaping Museum Experiences with AI: The ReInHerit Toolkit (2025)
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References

  • 2023A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience116 cited
  • 2024The Impact of Immersive Technology in Museums on Visitors’ Behavioral Intention43 cited
  • 2025Analyzing Visitor Behavior to Enhance Personalized Experiences in Smart Museums: A Systematic Literature Review29 cited
  • 2023Personalizing Cultural Heritage Access in a Virtual Reality Exhibition: A User Study on Viewing Behavior and Content Preferences25 cited
  • 2024Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project21 cited
  • 2011Virtual cultural heritage consumption: a 3D learning experience17 cited
  • 2023Enhancing Engagement through Digital Cultural Heritage: A Case Study about Senior Citizens using a Virtual Reality Museum16 cited
  • 2025From Material Conservation to Digital Presence: Reconstructing Visitors’ Heritage Experience and Meaning-Making Through Digital Dunhuang8 cited

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