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Galleries, Libraries, Archives, & Museums
Galleries, Libraries, Archives, & Museums
23 Items
All Items
Reflecting on Research: a Virtual GLAM Proposal
Michael Vallance
45-50
DOI:
https://doi.org/10.56198/
Which Types of Learners Are Suitable for the Virtual Reality Environment: A fsQCA Approach
Jiaxu Liu, Qingtang Liu, Shufan Yu, Jingjing Ma, Mengfan Liu, Linjing Wu
51-55
DOI:
https://doi.org/10.56198/
Work-in-progress—Enhancing Art Appreciation Through Immersive Recreation Games
Jonah Warren
59-61
DOI:
https://doi.org/10.56198/
Doctoral Colloquium—Artmaking: From a Hands-On Process to a VR Translation
Maritina Keleri, Daphne Economou, Jeffrey Ferguson
62-64
DOI:
https://doi.org/10.56198/
Doctoral Colloquium—Treasure Hunt AR for Enhancing Visiting Experience in Cultural Sites
Md Tusher Sarker, Daphne Economou, Alison Eardley
65-67
DOI:
https://doi.org/10.56198/
Work-in-Progress—Using Virtual Reality in Museums to Assist Historical Learning
Adam Morsman, Ben Newman, Stephanie Bally, Jack Johns, Hannah Cook, Daniel McHugh, Grace Williams
56-58
DOI:
https://doi.org/10.56198/
Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games
Kenneth Y T Lim, Yuk Yi Wong, Ahmed Hazyl Hilmy
51-55
DOI:
https://doi.org/10.56198/
Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture
Pornphan Phichai, Julie Williamson, Matthew Barr
43-50
DOI:
https://doi.org/10.56198/
Great Paintings in Fully Immersive Virtual Reality
Hubert Cecotti
35-42
DOI:
https://doi.org/10.56198/
Great Paintings in Fully Immersive Virtual Reality
Hubert Cecotti
35-42
DOI:
https://doi.org/10.56198/7v8tcd18
Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games
Kenneth Y T Lim, Yuk Yi Wong, Ahmed Hazyl Hilmy
51-55
DOI:
https://doi.org/10.56198/sw9j8232
Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture
Pornphan Phichai, Julie Williamson, Matthew Barr
43-50
DOI:
https://doi.org/10.56198/5jy7h986
AR and Gamification in Museum Apps: Current Challenges and Opportunities
Shaojie Ni, Daniel Livingstone
51-61
DOI:
https://doi.org/10.56198/faj8aj28
Extended Abstract—Immersive Education with Historical Characters: Conversational MetaHuman Based on Large Language Model, Speech Recognition and Generation
Victor Yuan, Alan Miller , Iain Oliver
62-66
DOI:
https://doi.org/10.56198/c9b1h457
The Application of Procedurally Generated Libraries in Immersive Virtual Reality
Saeed Safikhani, Benedikt Gross, Johanna Pirker
Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews
Victor Yuan, Alan Miller, Perin Joy Westerhof Nyman, Iain Oliver
Innovation in Heritage Education: Exploring Immersive Technologies Across European Museum and Heritage Sites
Aavaranta Jasmine, Almevik Gunnar, Fornander Elin, Illsley William R, Lagercrantz Wilhelm, Vasileiou Petrina, Westin Jonathan
127-134
DOI:
https://doi.org/10.56198/U6C0W6JID
Work-in-Progress—Visitor Onboarding for On-Site Mixed Reality Experiences in Museums: Learnings from Curators, Designers, Researchers and Artists
Abhinav Mishra
51-57
DOI:
https://doi.org/10.56198/ZH3JO55MK
Development of a 3D Modelling Gallery based on Virtual Reality
Zhaoyu Xu, Mengjie Huang, Rui Yang, Liu Wang, Yixin Liu
257-267
Designing an AR-based Materials Library for Higher Education: Offering A Four-know Learning Structure for Design and Engineering Students
Yuanyuan Xu, Mengjie Huang, Wenxin Sun, Rui Yang, Massimo Imparato, Hai-Ning Liang
246-256
STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment The Power of Student Museum Exhibitions in Social Virtual Reality
Stylianos Mystakidis, Peny Theologi-Gouti, Ioannis Iliopoulos
234-245
A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality
Hubert Cecotti
219-233
Doctoral Colloquium—Exploring AI-imagery, a Form of Secondary Computation Analysis
Genevieve Smith-Nunes
58-62
DOI:
https://doi.org/10.56198/ZH3JO3ETF
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Assessment and Evaluation (A&E)
Foundations in Immersive Learning Research and Theory
Galleries, Libraries, Archives, & Museums
Inclusion, Diversity, Equity, Access, & Social Justice
STEM Education
Language, Culture, & Heritage
Medical & Healthcare Education
Nature & Environmental Sciences
Workforce Development & Industry Training
Self and Co-regulated Learning with Immersive Learning Environments
Immersive learning across Latin America: state of research, use cases and projects
Sustainable Development and Immerse Learning in the Climate Emergency
Literacy Equity and Immersive Learning
Special Track 3: Immersive Technologies, XR and AI for Education (XRAI4Edu)
Special Track 2:Navigating Grand Challenges: Immersive Learning & Global Solutions (iLRNGrandChallenges)
Teaching with XR Literacies: Empowering Educators through EU Projects’ Frameworks
OpenEU Pathways to Immersive Societies: AI‑Empowered Learning Ecosystems for Digital Education
Immersive Futures for a Sustainable World: Advancing the UN SDGs Through XR Learning
Critical Game Literacies in Immersive Learning: Co-Creation, Play, and Digital Expression
OnLIFE Education Paradigm in Ecologically Connected Immersive Contexts
Virtual Worlds
Virtual Reality
Customized Games, Off the Shelf Modifications
Theoretical/Overviews
Virtual Worlds and Virtual Reality
Augmented Reality, Wearable Technologies
Immersive Experiences for Children with Special Needs and Older Adults
Immersive Education to Teach Specific Academic Content
Personalization in Immersive
Game-Based Learning Environments
Special Track: Digital Heritage and the Immersive City
Special Track: Immersive and Engaging Educational Experiences
Special Track: Wearable Technology Enhanced Learning
Special Track: Serious Games Using Immersive and Assistive Technologies
Disciplinary Applications: Special Education
Disciplinary Applications: History
Pedagogical Strategies
Immersion and Presence
Early Childhood Development and Learning
Fundamental Research and Theory in Immersive Learning
Environmental Sciences, Climate Change, and Immersive Technologies
Immersive Technologies in Cultural Heritage
Immersive Technologies in Primary and Secondary Education
Games and Game Design
ST: Environmental Sciences and Immersive Learning
Climate Change and Disaster Management Immersive Analytics
Immersed in Cultural Heritage
Personalisation in Immersive and Game-Based Learning Environments