Enhanced Virtual Reality Experience in Personalised Virtual Museums

Thisarticlefocusesonimportantfactorsinthecreationofenhancedpersonalisedexperiencesin virtualenvironmentsforculturalheritageapplications,especiallythosetargetingvirtualmuseumsand exhibitions.Someofthemostimportantfactorsrelatingtopersonalisedvirtualmuseumsthatrelate tointelligentcontentandusermodellinginvirtualenvironmentsarebeinghighlightedanddiscussed. After anextensive reviewof thecurrent trends in thedomain, thearticlepresents ageneralised frameworkfor thedevelopmentof thenextgenerationenhancedVRexperiences inpersonalised virtualmuseums.Thisframework,whichnaturallysurfacesfromthedomain,wasputtothetestin thedevelopmentoftheDynaMusplatformandtwocasestudiesbasedonthisplatformarereferenced andcommentedtosupportsuchanapproach.Thisconceptcanserveasthegeneralframeworkfor developingenhancedpersonalisedvirtualenvironmentsforculturalheritageapplications. KEywoRdS Content Generation, Cultural Applications, Cultural Heritage, Gamification, Knowledge Modelling, Personalisation, Personalised Virtual Museums, Serious Games, Virtual Reality

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