Beyond virtual museums: experiencing immersive virtual reality in real museums
By M. Carrozzino, Massimo Bergamasco. 2010
535 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/df6b604d1352d4bd81604730f9000d7a29574384
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In Computer Vision and Pattern Recognition
In Human-Computer Interaction
Citations in the corpus
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “For the present research, interactivity is defined as the users' capacity to modify and receive feedback to their actions in the reality where the experience is taking place (Carrozzino & Bergamasco, 2010; Muhanna, 2015).”
- The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic (2021, background): “…findings from previous studies that VR can be used as an educational tool in tourism, particularly suitable for museum and cultural/heritage sites (Carrozzino & Bergamasco, 2010; Gaitatzes et al., 2001; Roussou, 2004) and VR can enhance learning outcomes in museum and art galleries (Anderson et…”
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, background): “However, mediating among the technology and immersion-centered assertions, Carrozzino and Bergamasco (2010) properly defined VR as a complex technology that creates a digital environment with which users may interact and which they feel completely immersed within.”