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