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Galleries, Libraries, Archives, & Museums
Galleries, Libraries, Archives, & Museums
23 Items
All Items
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/
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/
Work-in-progress—Enhancing Art Appreciation Through Immersive Recreation Games
Jonah Warren
59-61
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/
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/
Reflecting on Research: a Virtual GLAM Proposal
Michael Vallance
45-50
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
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Self and Co-regulated Learning with Immersive Learning Environments
Immersive learning across Latin America: state of research, use cases and projects
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Special Track 3: Immersive Technologies, XR and AI for Education (XRAI4Edu)
Special Track 2:Navigating Grand Challenges: Immersive Learning & Global Solutions (iLRNGrandChallenges)