Enhanced Virtual Reality Experience in Personalised Virtual Museums
暂无分享,去创建一个
[1] Fotis Liarokapis,et al. Developing serious games for cultural heritage: a state-of-the-art review , 2010, Virtual Reality.
[2] Sylaiou Styliani,et al. Virtual museums, a survey and some issues for consideration , 2009 .
[3] Daniela Petrelli,et al. Balancing Adaptivity and Customisation - In Search of Sustainable Personalisation in Cultural Heritage , 2014, UMAP.
[4] Stella Markantonatou,et al. THE ‘ SYNTHESIS ’ VIRTUAL MUSEUM , 2016 .
[5] Luigina Ciolfi,et al. The Collaborative Work of Heritage: Open Challenges for CSCW , 2013, ECSCW.
[6] Themis Panayiotopoulos,et al. Adaptive Virtual Exhibitions , 2013 .
[7] Ioannis Paliokas,et al. The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study , 2016, 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[8] Josef Froschauer,et al. A serious heritage game for art history: Design and evaluation of ThIATRO , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.
[9] Alan J. Wecker,et al. Personalized Cultural Heritage Experience Outside the Museum: Connecting the Museum Experience to the Outside World , 2014, UMAP.
[10] Fernando da Fonseca de Souza,et al. Adaptive Virtual Environments: The Role of Intelligent Agents , 2012 .
[11] Josef Froschauer,et al. Art history concepts at play with ThIATRO , 2013, JOCCH.
[12] Katerina Kabassi,et al. Evaluating websites of museums: State of the art , 2017 .
[13] Alfred Kobsa,et al. Adaptable and adaptive information provision for all users, including disabled and elderly people , 1998, New Rev. Hypermedia Multim..
[14] Amy Isard,et al. Building an adaptive museum gallery in Second Life , 2008 .
[15] Tsvi Kuflik,et al. When will Cultural Heritage Content Creation Get to the Digital Age? , 2017, UMAP.
[16] Dimitrios Christopoulos,et al. Using Virtual Environments to Tell the Story: "The Battle of Thermopylae" , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.
[17] Georgios Miaoulis,et al. Serious Games for Cultural Applications , 2011, Intelligent Computer Graphics.
[18] Lora Aroyo,et al. Interactive User Modeling for Personalized Access to Museum Collections: The Rijksmuseum Case Study , 2007, User Modeling.
[19] Chairi Kiourt,et al. Realistic Simulation of Cultural Heritage , 2020, Natural Language Processing.
[20] Maria Roussou,et al. Personalizing Interactive Digital Storytelling in Archaeological Museums: the CHESS Project , 2011 .
[21] Clark C. Abt,et al. Serious games , 2016, Springer International Publishing.
[22] Panagiotis Petridis,et al. Learning cultural heritage by serious games , 2014 .
[23] Jeffrey Jacobson,et al. An Exemplar of Ptolemaic Egyptian Temples , 2010 .
[24] Alexander Zipf,et al. Open Building Models: Towards a Platform for Crowdsourcing Virtual 3D Cities , 2013 .
[25] Nikoleta Yiannoutsou,et al. Game Design as a context for Learning in Cultural Institutions , 2014 .
[26] Fabio Bruno,et al. Virtual museum system evaluation through user studies , 2017 .
[27] Chairi Kiourt,et al. DynaMus: A fully dynamic 3D virtual museum framework , 2016 .
[28] Tsvi Kuflik,et al. Personalization in cultural heritage: the road travelled and the one ahead , 2011, User Modeling and User-Adapted Interaction.
[29] Andreas Georgopoulos,et al. Developing and Exploiting 3D Textured Models for a Serious Game Application , 2016, 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[30] Tsvi Kuflik,et al. Pervasive User Modeling and Personalization (PUMP 2010) , 2010 .
[31] Nicholas R. Jennings,et al. Intelligent agents: theory and practice , 1995, The Knowledge Engineering Review.
[32] Andreas Georgopoulos,et al. A realistic Gamification attempt for the Ancient Agora of Athens , 2015, 2015 Digital Heritage.
[33] Daniela Petrelli,et al. User-Centred Design of Flexible Hypermedia for a Mobile Guide: Reflections on the HyperAudio Experience , 2005, User Modeling and User-Adapted Interaction.
[34] Chairi Kiourt,et al. Multi-agents based virtual environments for cultural heritage , 2017, 2017 XXVI International Conference on Information, Communication and Automation Technologies (ICAT).
[35] George Pavlidis,et al. Content-based navigation within virtual museums , 2012 .
[36] Wolfram Luther,et al. Crowdsourcing and Knowledge Co-creation in Virtual Museums , 2015, CRIWG.
[37] Tanguy Coenen,et al. MuseUs: Case study of a pervasive cultural heritage serious game , 2013, JOCCH.
[38] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[39] Themis Panayiotopoulos,et al. A platform for virtual museums with personalized content , 2009, Multimedia Tools and Applications.
[40] Giorgos Lepouras,et al. Virtual museums for all: employing game technology for edutainment , 2004, Virtual Reality.
[41] Gary Bente,et al. Why so serious? On the relation of serious games and learning , 2010, Eludamos: Journal for Computer Game Culture.
[42] Gerhard Fischer,et al. User Modeling in Human–Computer Interaction , 2001, User Modeling and User-Adapted Interaction.
[43] Tsvi Kuflik,et al. Adaptive, intelligent presentation of information for the museum visitor in PEACH , 2007, User Modeling and User-Adapted Interaction.
[44] Scott Nicholson. Making Gameplay Matter: Designing Modern Educational Tabletop Games. , 2011 .
[45] Ezequiel Scott,et al. Adaptive 3D Virtual Learning Environments—A Review of the Literature , 2017, IEEE Transactions on Learning Technologies.
[46] John Krogstie,et al. Research Issues in Personalization of Mobile Services , 2012 .
[47] H. D. Thomas,et al. SUCCESSFUL KNOWLEDGE MANAGEMENT PROJECTS , 1998 .
[48] Vladan Devedžić,et al. A survey of modern knowledge modeling techniques , 1999 .