Virtual reality and augmented reality in social learning spaces: a literature review

A Scavarelli, A Arya, RJ Teather - Virtual Reality, 2021 - Springer
In this survey, we explore Virtual Reality and Augmented Reality within social learning
spaces, such as classrooms and museums, while also extending into relevant social …

A survey of augmented, virtual, and mixed reality for cultural heritage

MK Bekele, R Pierdicca, E Frontoni… - Journal on Computing …, 2018 - dl.acm.org
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage
(CH) is a well-established trend worldwide. Several studies demonstrate that the use of new …

Virtual reality with 360-video storytelling in cultural heritage: Study of presence, engagement, and immersion

F Škola, S Rizvić, M Cozza, L Barbieri, F Bruno… - Sensors, 2020 - mdpi.com
This paper presents a combined subjective and objective evaluation of an application
mixing interactive virtual reality (VR) experience with 360° storytelling. The hypothesis that …

The use of virtual reality to promote sustainable tourism: A case study of wooden churches historical monuments from Romania

T Caciora, GV Herman, A Ilieș, Ș Baias, DC Ilieș… - Remote Sensing, 2021 - mdpi.com
The accelerated development and expansion of cultural tourism in areas with unique tourist
objectives, characterised by a high degree of risk in terms of their physical and chemical …

Beyond virtual museums: Experiencing immersive virtual reality in real museums

M Carrozzino, M Bergamasco - Journal of cultural heritage, 2010 - Elsevier
Contemporary museums are much more than places devoted to the placement and the
exhibition of collections and artworks; indeed, they are nowadays considered as a privileged …

A survey of multisensory VR and AR applications for cultural heritage

A Marto, A Gonçalves, M Melo, M Bessa - Computers & Graphics, 2022 - Elsevier
The use of technology in cultural heritage sites for end-users, like virtual audio-visual
reconstructions, has become a common solution to improve the communication and …

Develo** serious games for cultural heritage: a state-of-the-art review

EF Anderson, L McLoughlin, F Liarokapis, C Peters… - Virtual reality, 2010 - Springer
Although the widespread use of gaming for leisure purposes has been well documented, the
use of games to support cultural heritage purposes, such as historical teaching and learning …

[BOEK][B] Engaging the past: Mass culture and the production of historical knowledge

A Landsberg - 2015 - degruyter.com
A century ago, in 1915, DW Griffith famously prophesied that history books would be
replaced by movies and that in a not-so-distant future time “the children in the public schools …

Virtual reality-based digitisation for endangered heritage sites: Theoretical framework and application

A Hajirasouli, S Banihashemi, A Kumarasuriyar… - Journal of Cultural …, 2021 - Elsevier
The longevity and survival of the ancient heritage sites, especially those in isolated
locations, have been gradually threatened over the past decades, due to the globalisation …

[BOEK][B] The serious leisure perspective: An introduction

S Elkington, R Stebbins - 2014 - taylorfrancis.com
The" Serious Leisure Perspective"(SLP) is a theoretical framework that can help us
understand the complexities of modern leisure as both an activity and an experience …