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- [43] Untitled (Ringling Circus Museum's Tibbals Learning Center and the Visitors Pavilion) MUSEUM NEWS, 2006, 85 (02): : 22 - 23
- [44] Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE, 2020, 13 (01):
- [47] Modeling Visitors' Profiles: A Study to Investigate Adaptation Aspects for Museum Learning Technologies ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE, 2010, 3 (02):
- [48] A Remote Multi-touch Experience to Support Collaboration between Remote Museum Visitors HUMAN-COMPUTER INTERACTION - INTERACT 2011, PT IV, 2011, 6949 : 462 - 465
- [49] Exploring the Impact of an IoT-based Game on the Experience of Visitors at a Natural Science Museum ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE, 2024, 17 (04):
- [50] Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV, 2017, 10516 : 464 - 468