Enhancing Engagement through Digital Cultural Heritage: A Case Study about Senior Citizens using a Virtual Reality Museum

Author:

Vishwanath Gautam1ORCID

Affiliation:

1. Dept of Art and Media, Aalto University, Finland

Publisher

ACM

Reference30 articles.

1. I. Blagojević . 2022. Virtual Reality Statistics 2022 . Blagojević , I. https://99firms.com/blog/virtual-reality-statistics I. Blagojević. 2022. Virtual Reality Statistics 2022. Blagojević, I. https://99firms.com/blog/virtual-reality-statistics

2. An Exploration of Virtual Reality Use and Application Among Older Adult Populations

3. V. Burke , D. Jørgensen , and F.  A. Jørgensen . 2020. Museums at Home: Digital Initiatives in Response to COVID-19. Norsk museumstidsskrift 6, 2 ( 2020 ), 117–123. V. Burke, D. Jørgensen, and F. A. Jørgensen. 2020. Museums at Home: Digital Initiatives in Response to COVID-19. Norsk museumstidsskrift 6, 2 (2020), 117–123.

4. A. Canossa . 2013. Meaning in Gameplay: Filtering Variables , Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis. In Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa (Eds.) . Springer , London , 269–270. A. Canossa. 2013. Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis. In Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa (Eds.). Springer, London, 269–270.

5. Virtual Reality Usability and Accessibility for Cultural Heritage Practices;Chong T.;Challenges Mapping and Recommendations. Electronics,2021

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