[PDF][PDF] A review of mobile location-based games for learning across physical and virtual spaces.

NM Avouris, N Yiannoutsou - J. Univers. Comput. Sci., 2012 - researchgate.net
In this paper we review mobile location-based games for learning. These games are played
in physical space, but at the same time, they are supported by actions and events in an …

The use of serious games in museum visits and exhibitions: A systematic mapping study

I Paliokas, S Sylaiou - … Conference on games and virtual worlds …, 2016 - ieeexplore.ieee.org
Serious Games (SGs) have been widely adopted in cultural settings and museums,
especially the last five years. It is expected that SG can link directly the museum content with …

Effects of mobile gaming patterns on learning outcomes: a literature review

B Schmitz, R Klemke, M Specht - International Journal of …, 2012 - inderscienceonline.com
Within the past decade, a growing number of educational scientists have started to
recognise the multifaceted potential that mobile learning games have as a tool for learning …

Digital Transformation in the Cultural and Creative Industries

M Massi, M Vecco, Y Lin - Digital Transformation in the …, 2020 - api.taylorfrancis.com
Digital transformation processes—now occurring in many sectors, including hospitality and
mobility—are also influencing the way that art is traded and consumed (Camurri & Volpe …

MuseUs: Case study of a pervasive cultural heritage serious game

T Coenen, L Mostmans, K Naessens - Journal on Computing and …, 2013 - dl.acm.org
This article describes a case study on MuseUs, a pervasive serious game for use in
museums, running as a smartphone app. During the museum visit, players are invited to …

Scandinavian participatory design: dialogic curation with teenagers

OS Iversen, RC Smith - … of the 11th International Conference on …, 2012 - dl.acm.org
Yarosh and colleagues voice a need to explicitly reveal values that drive our IDC research
studies to avoid'cargo cult science'. As Scandinavian Participatory Design (PD) approach is …

[HTML][HTML] Designing with teenagers: A teenage perspective on enhancing mobile museum experiences

V Cesário, V Nisi - International Journal of Child-Computer Interaction, 2022 - Elsevier
Teenagers are an understudied group within the Interaction Design and Children
community. Museums and cultural heritage spaces offer solutions for young children but …

Augmented reality, virtual reality and new age technologies demand escalates amid COVID-19

A Gasmi, R Benlamri - Novel AI and data science advancements for …, 2022 - Elsevier
Abstract The coronavirus disease (COVID-19) pandemic is having a significant impact on
healthcare, education, economics and general human well-being. Augmented reality (AR) …

G-ID: identifying 3D prints using slicing parameters

MD Dogan, F Faruqi, AD Churchill, K Friedman… - Proceedings of the …, 2020 - dl.acm.org
We present G-ID, a method that utilizes the subtle patterns left by the 3D printing process to
distinguish and identify objects that otherwise look similar to the human eye. The key idea is …

Musa: Using indoor positioning and navigation to enhance cultural experiences in a museum

I Rubino, J Xhembulla, A Martina, A Bottino, G Malnati - Sensors, 2013 - mdpi.com
In recent years there has been a growing interest in the use of multimedia mobile guides in
museum environments. Mobile devices have the capabilities to detect the user context and …