Enhancing accessibility in cultural heritage environments: considerations for social computing

Author:

Kosmas PanagiotisORCID,Galanakis George,Constantinou Vaso,Drossis Giannis,Christofi Maria,Klironomos Iosif,Zaphiris Panayiotis,Antona Margherita,Stephanidis Constantine

Funder

Horizon 2020 Framework Programme

Publisher

Springer Science and Business Media LLC

Subject

Computer Networks and Communications,Human-Computer Interaction,Information Systems,Software

Reference86 articles.

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2. Manovich, L.: Trending: the promises and the challenges of big social data. Debates Digit. Humanit. 2, 460–475 (2011)

3. Silberman, N.: Beyond theme parks and digitized data: what can cultural heritage technologies contribute to the public understanding of the past. Paper presented at VAST 2004: 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage. 7–10 November, Brussels and Oudenaarde, Belgium (2004)

4. Coenen, T., Mostmans, L., Naessens, K.: MuseUs: case study of a pervasive cultural heritage serious game. J. Comput. Cult. Herit. (JOCCH) 6(2), 8 (2013)

5. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., De Freitas, S.: Developing serious games for cultural heritage: a state-of-the-art review. Virtual Real. 14(4), 255–275 (2010)

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