Virtual reality video game improves high‑fidelity memory in older adults |
STEAM, Mental Health Services |
|
The application of virtual reality technology in museum exhibition - Take the Han Dynasty Haihunhou Ruins Museum in Nanchang as an example |
Design, STEAM, Science Communication |
|
Impact of the recreational use of virtual reality on physical and mental wellbeing during the Covid‑19 lockdown |
Environmental Education, Mental Health Services, Special Needs |
|
Towards design guidelines for virtual reality training for the chemical industry |
Design, STEAM, Culture and tourism, Training, Science Communication |
|
Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360Panoramas, and Virtual Reality |
Design, STEAM, Science Communication |
|
What is the best way of delivering virtual nature for improving mood? An experimental comparison of high definition TV, 360◦ video, and computer generated virtual reality |
Design, Environmental Education, Mental Health Services |
|
What is the best way of delivering virtual nature for improving mood? An experimental comparison of high definition TV, 360◦ video, and computer generated virtual reality |
Design, Environmental Education, Mental Health Services |
|
Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality |
Environmental Education, Culture and tourism |
|
New realities: a systematic literature review on virtual reality and augmented reality in tourism research |
Environmental Education, Culture and tourism, Special Needs, Science Communication |
|
Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework |
Environmental Education, Culture and tourism |
|
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer |
Design, Environmental Education, Training, Science Communication |
|
A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors |
STEAM, Environmental Education, Culture and tourism |
|
Virtual reality, presence, and attitude change: Empirical evidence from Tourism |
Environmental Education, Culture and tourism |
|
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer |
Design, Environmental Education, Training, Science Communication |
|
Virtual museums. Captured reality and 3D modeling |
Design, Culture and tourism, Cultural Heritage Preservation |
|
Virtual humans in cultural heritage ICT applications: A review |
STEAM, Culture and tourism, Cultural Heritage Preservation |
|
Impact of virtual reality experience on accessibility of cultural heritage |
Design, Environmental Education, Culture and tourism, Cultural Heritage Preservation |
|
A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage |
Design, Environmental Education, Culture and tourism, Cultural Heritage Preservation |
|
The Factors Affecting Older Adults’ Intention toward Ongoing Participation in Virtual Reality Leisure Activities |
Mental Health Services, Special Needs, Science Communication |
|
Analysis of Use of Virtual Reality Technologies in History Education: A Case Study |
Culture and tourism, Special Needs, Science Communication |
|
Educational Tourism Through a Virtual Reality Platform |
Design, Science Communication |
|
Virtual reality to foster social integration by allowing wheelchair users to tour complex archaeological sites realistically |
Culture and tourism, Special Needs |
|
Virtual reality: Applications and implications for tourism |
Culture and tourism |
|
Generating the virtual tour for the preservation of the (in)tangible cultural heritage of Tampines Chinese Temple in Singapore |
Culture and tourism, Cultural Heritage Preservation |
|
Virtual reconstruction and augmented reality |
Culture and tourism, Science Communication |
|
The history and the tale of the Trajan’s markets – The Museum of the Imperial Forums thorough the voice of the protagonists – Glass Beacon Museum and the tale of the amphorae |
Culture and tourism |
|
Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction |
Culture and tourism |
|
Innovation, Entrepreneurship and Sustainable Value Chain in a Dynamic Environment |
Culture and tourism, Special Needs |
|
An augmented reality digital experience for the detached frescoes of Santa Maria Novella in Florence |
Culture and tourism, Science Communication |
|
Virtual museums and new museum technologies: experiences and European perspectives |
Culture and tourism, Science Communication |
|
Consentia Itinera: An Interactive and Immersive Story of the Identity of the City of Cosenza |
Culture and tourism, Science Communication |
|
Exploracity – An Innovative Platform Offering New Services for the Enhancement of Tourism and Cultural Heritage |
Culture and tourism |
|
Edutainment, cultural innovation and social inclusion. Fort360, a project for cultural heritage enhancement |
Culture and tourism |
|
A Multimedia Tale in which History and Technology Come Together to Create a Fully Immersive and Multi-Sensorial Experience |
Culture and tourism, Science Communication |
|
New Product Design: Creating a Digital VR Game to Promote the Conservation of Nature-based Tourism Attractions |
Design, Environmental Education |
|
Virtual reality design of Chinese classical furniture digital museum |
Cultural Heritage Preservation |
|
Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour |
Design, Cultural Heritage Preservation |
|
Enhancing cultural heritage outdoor experience with augmented-reality smart glasses |
Environmental Education, Culture and tourism |
|
The Project "Art for Learning Art" in Contemporary Art Museums |
Culture and tourism |
|
An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education |
Culture and tourism, Training, Cultural Heritage Preservation |
|
V-Museum: A Virtual Museum Based on Augmented and Virtual Realities for Cultural Heritage Mediation |
Culture and tourism, Cultural Heritage Preservation |
|
HieroQuest - A Serious Game for Learning Egyptian Hieroglyphs |
Design, Culture and tourism, Cultural Heritage Preservation |
|
Development of an Augmented Reality Tour Guide for a Cultural Heritage Site |
Design, Culture and tourism, Cultural Heritage Preservation |
|
Virtual reality continuum for heritage at Haw Par Villa in Singapore |
Culture and tourism, Cultural Heritage Preservation |
|