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Exploring the suitability of virtual reality interactivity for exhibitions through an integrated evaluation: the case of the Ename Museum
6 references·7 citing·44 second hop
Exploring the suitability of virtual reality interactivity for exhibitions through an integrated evaluation: the case of the Ename Museum (2007)Exploring the suitability of virtual real…A study of user experiences mediated by nomadic web content in a museum (2003)A study of user experiences m…Video-based field studies in museums and galleries (2002)Video-based field studies in …The impact of computer anxiety and self‐efficacy upon performance (1998)The impact of computer anxiet…The Evaluation of Museum Multimedia Applications: Lessons from Research (1998)The Evaluation of Museum Mult…The Metaphysics of Virtual Reality (1994)The Metaphysics of Virtual Re…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The MuseLearn Platform: Personalized Content for Museum Visitors Assisted by Vision-Based Recognition and 3D Pose Estimation of Exhibits (2020)The MuseLearn Platform: Perso…Exploring the Universe from Antarctica - An Informal STEM Polar Research Exhibit (2020)Exploring the Universe from A…Tenochtitlan - An Interactive Virtual Reality Environment that Encourages Museum Exhibit Engagement (2017)Tenochtitlan - An Interactive…EFFECTS OF INTERACTIVE DIGITAL MEDIA ON ARCHITECTURAL HERITAGE LEARNING (2015)EFFECTS OF INTERACTIVE DIGITA…Evaluating the Use of Virtual Reality and Multimedia Applications for Presenting The Past (2011)Evaluating the Use of Virtual…The level of information and communication technology use by museums in Malaysia (2010)The level of information and …Comprender lo virtual: conclusiones de un estudio evaluativo sobre reconstrucciones virtuales en los museos arqueológicos (2010)Comprender lo virtual: conclu…Ways of Worldmaking (1978)The Market as an Object of Attachment: Exploring Postsocial Relations in Financial Markets (2000)Gender and the Internet: Women Communicating and Men Searching (2001)The concept of 'World English' and its implications for ELT (2004)Philosophy and the Mirror of Nature (2008)Archives & Museum Informatics (1998)Virtual and the Real: Media in the Museum (1998)A serious game model for cultural heritage (2012)Using Technology to Educate Zoo Visitors About Conservation (2012)The Museum Experience (2016)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)Interaction and interactives: collaboration and participation with computer-based exhibits (2004)VR Applications, New Devices and Museums: Visitors’ Feedback and Learning. A Preliminary Report (2006)Worth a Thousand Words? The Usefulness of Immersive Virtual Reality for Learning in Cultural Heritage Settings (2009)Educational Illustration of the Historical City, Education Citizenship, and Sustainable Heritage (2021)Illustration, Re-Enactment, Citizenship and Heritage of Contemporary Conflict: The Case of the Ebro (1938) (2021)The Effect of Augmented Reality Mobile Application on Visitor Impact Mediated by Rational Hedonism: Evidence from Subak Museum (2023)Experimental and Quasi-Experimental Designs for Research (1963)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)A Revision of Bloom's Taxonomy: An Overview (2002)Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft (2019)A valid and reliable explanatory model of learning processes in heritage education (2024)Situated Learning: Legitimate Peripheral Participation. (1994)Gaining Visitor Consent for Research II: Improving the Posted‐Sign Method (2003)Methods for studying family visitors in art museums: A cross-disciplinary review of current research (2006)Documenting and Assessing Learning in Informal and Media-Rich Environments (2015)Virtual museums for all: employing game technology for edutainment (2004)Digital Storytelling in a Museum Application Using the Web of Things (2020)Research on the production, application and management of virtual reality in the National Palace Museum (2023)RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit (2024)Timing and Tracking: Unlocking Visitor Behavior (2009)Identity and the museum visitor experience (2010)Identity and the Museum Visitor Experience (2016)Utilizing visitor simulations in exhibition design process: Evaluating designers’ perspectives (2021)Models and tools for the digital organisation of knowledge: accessible and adaptive narratives for cultural heritage (2024)University Students' Internet Attitudes and Internet Self-Efficacy: AStudy at Three Universities in Taiwan (2006)Hierarchical representations of the five-factor model of personality in predicting job performance: Integrating three organizing frameworks with two theoretical perspectives. (2013)Four Ways of Considering Emotion in Cognitive Load Theory (2019)Mystery at the museum (2005)RFID enhances visitors' museum experience at the Exploratorium (2005)A visitor's guide in an active museum (2011)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1994The Metaphysics of Virtual Reality854 cited
  • 1998The impact of computer anxiety and self‐efficacy upon performance288 cited
  • 2003A study of user experiences mediated by nomadic web content in a museum200 cited
  • 1998The Evaluation of Museum Multimedia Applications: Lessons from Research61 cited
  • 2002Video-based field studies in museums and galleries39 cited

Cited by

  • 2020The MuseLearn Platform: Personalized Content for Museum Visitors Assisted by Vision-Based Recognition and 3D Pose Estimation of Exhibits13 cited
  • 2011Evaluating the Use of Virtual Reality and Multimedia Applications for Presenting The Past12 cited
  • 2017Tenochtitlan - An Interactive Virtual Reality Environment that Encourages Museum Exhibit Engagement9 cited
  • 2015EFFECTS OF INTERACTIVE DIGITAL MEDIA ON ARCHITECTURAL HERITAGE LEARNING7 cited
  • 2010The level of information and communication technology use by museums in Malaysia5 cited
  • 2020Exploring the Universe from Antarctica - An Informal STEM Polar Research Exhibit5 cited
  • 2010Comprender lo virtual: conclusiones de un estudio evaluativo sobre reconstrucciones virtuales en los museos arqueológicos2 cited

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