
Βιβλιογραφία
Ενδεικτική βιβλιογραφία σχετική με τις θεματικές του MuseLearn η οποία αξιοποιήθηκε κατά την υλοποίηση του έργου
- AR Mobile Applications
- User Experience with Mobile Applications
- AR Object Recognition
- Gamification in Culture
An Initial Framework to Develop a Mobile Five Human Senses Augmented Reality System for Museums
J. Rodrigues et al. (2018)
Augmented Reality Application For the Educational System
Duagi T. Bulent (2010)
Augmented Reality for Archaeological Environments On Mobile Devices: A Novel Open Framework
I. Deliyiannis, G. Papaioannou (2014)
Augmented Reality for Human-Robot Collaboration
Scott A. Green, Mark Billinghurst2, XiaoQi Chen and J. Geoffrey Chase (2007)
Augmented Reality Techniques for Museum Environments
Fotis Liarokapisa,Martin White (2005)
A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage
Mafkereseb Kassahun Bekele and Erik Champion (2019)
Exploring Gamification Techniques and Applications for Sustainable Tourism
Adina Letiţia et al. (2019)
How emotion is made and measured
K. Boehnera,R. DePaulab, P. Dourishc, P. Sengers (2007)
Mobile Augmented Reality for Cultural Heritage: Following the Footsteps of Ovid among Different Locations in Europe
Razvan Gabriel Boboc et al. (2019)
Personalizing Virtual and Augmented Reality for Cultural Heritage Indoor and Outdoor Experiences
F. Liarokapis, S. Sylaiou2, D. Mountain (2008)
The educational possibilities of Augmented Reality
Julio Cabero1, Julio Barroso (2016)
AR and NFC Technologies in Smart Tourism Experience
Dimitrios Panagiotakopoulos and Marina Christodoulou (2021)
Augmented Reality Applications In Tourism
Emrah ÖZKUL, Sarp Tahsin KUMLU (2019)
Authoring Personalized Interactive Museum Stories
Maria Vayanou et al. (2014)
Digital Backpacking in the Museum with a SmartCard
Eva Hornecker, Matthias Stifter (2006)
ENHANCING VISITORS’ EXPERIENCE – A SERIOUS GAME FOR MUSEUM ENVIRONMENT
Leonardo Moura de Araújo, Anke Königschulte, Ulrike Erb (2010)
Exploring the trends of educational virtual reality games: a systematic review of empirical studies
Solomon Sunday Oyelere , Nacir Bouali, Rogers Kaliisa, George Obaido, et al. (2020)
FORGOTTEN ARCHITECTURE: SMART TOOLS FOR CULTURAL TOURISM IN THE CLOISTER OF THE PRIOR (SANTA MARIA DELLE GRAZIE, MILAN)
C. Bolognesi, D. Aiello (2019)
From Museum to Amusement Park: The Opportunities and Risks of Edutainment
Pierre Balloffet, François H. Courvoisier, Joëlle Lagier (2014)
Game-based Interaction Technology for Informal Education in Public Settings
Peter Stephenson, Jan Jungclaus, Pedro Branco, Petar Horvatic, et al. (2005)
Global Virtual Cultural Heritage Environment with attention to disability inclusion, A proposal for gamified immersive experiences of early watercraft and audience
engagement
Kaja ANTLEJ, Nataša REBERNIK, Lailan JAKLIČ, et al. (2019)
Learning Local Immigration History In and Out of the Museum
Jeremy Stoddard, Alan Marcus, Kurt Squire, John Martin (2015)
EXPLORING DIGITAL ARCHITECTURAL HERITAGE IN BRUNEI DARUSSALAM: TOWARDS HERITAGE SAFEGUARDING, SMART TOURISM, AND INTERACTIVE EDUCATION
Rui Oliveira Lopes , Owais Ahmed Malik , Asiyah Az-Zahra Ahmad Kumpoh , et al. (2019)
Local Identity and Tourism Management on World Heritage sites
Fernanda Cravidão, Norberto Santos, Claudete Oliveira Moreira,et al. (2017)
The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health
Camillia Matuk (2016)
NAVIGATING CULTURE: Enhancing visitor museum experience through mobile technologies. From Smartphone to Google Glass
Anamaria Tomiuc (2014)
Survey: Using Augmented Reality to Improve Learning Motivation in Cultural Heritage Studies
Juan Camilo González Vargas , Ramon Fabregat , Angela Carrillo-Ramos and Teodor Jové (2019)
Technologies for Interactive Digital Storytelling and Entertainment
Stefan Göbel, Ulrike Spierling, Anja Hoffmann, et al. (2004)
The Acropolis on the Immersive Web
Jay David Bolter, Maria Engberg, Colin Freeman, Gunnar Liestøl and Blair MacIntyre (2021)
Progress in Cultural Heritage Preservation
Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino, Rossella Caffo (Eds.) (2012)
The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health
Camillia Matuk (2016)
The Loupe: Tangible Augmented Reality for Learning to Look at Ancient Greek Art
Areti Damala, Eva Hornecker, Merel van der Vaart, Dick van Dick, Ian Ruthven (2016)
User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study
Ramy Hammady, Minhua Ma, and Anna Powell (2018)
User Experience with Mobile Applications for Museums and Exhibition Spaces
Álvaro Sanchis, Nuria Rodríguez, David Heras, Melani Lleonart (2020)
Walking into the Past: Design Mobile App for the Geo-referred and the Multimodal User Experience in the Context of Cultural Heritage
Letizia Bollini, Rinaldo De Palma, and Rossella Nota (2013)
Evaluating Integration Strategies for Visuo-Haptic Object Recognition
Sibel Toprak, Nicolas Navarro-Guerrero, Stefan Wermter (2017)
Granulated deep learning and Z-numbers in motion detection and object recognition
Sankar K. Pal1, Debasmita Bhoumik, Debarati Bhunia Chakraborty (2018)
Invariant object recognition is a personalized selection of invariant features in humans, not simply explained by hierarchical feedforward vision models
Hamid Karimi-Rouzbahani, Nasour Bagheri & Reza Ebrahimpour (2017)
Machine Learning: Object Recognition Web Platform
CFE Lisroset Anitya Kumar Gupta, Srishti Gupta, Vice President ACM BVMP,Vikas Pandey (2019)
Object Recognition in Aerial Images Using Convolutional Neural Networks
Matija Radovic, Offei Adarkwa and Qiaosong Wang (2017)
Performance Evaluation of 3D Descriptors for Object Recognition in Construction Applications
Jingdao Chen, Yihai Fang, Yong K. Cho (2017)
Real-time Multi-object Face Recognition Using Content Based Image Retrieval (CBIR)
Muhammad Fachrurrozi, Saparudin, Erwin, Mardiana, Clara Fin Badillah, Junia Erlina, Auzan Lazuardi (2018)
3D Object Reconstruction In A Pre-Digital Era: Case Study In The History Of Restoration
Anna Lobovikov-Katz (2019)
A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy
Zarwina Yusoff & Amirrudin Kamsin & Shahaboddin Shamshirband & Anthony T. Chronopoulos (2017)
Augmenting Museum Communication Services to Create Young Audiences
Florin Nechita and Catalina-Ionela Rezeanu (2019)
Digital heritage interpretation: a conceptual framework
Hafizur Rahaman (2018)
Effects of Gamified Augmented Reality in Public Spaces
MARIUS NOREIKIS, NINA SAVELA, MARKUS KAAKINEN, et al. (2019)
Gamification and serious games: A literature meta-analysis and integrative model
Gonçalo Baptista, Tiago Oliveira (2018)
Gamification as a Miracle Cure for Public History?
Gautschi, Peter (2018)
Gamification, citizen science, and civic technologies: In search of the common good
Rejane Spitz, Clorisval Pereira Junior, Francisco Queiroz, et al. (2018)
THE ENHANCEMENT OF UNDERWATER CULTURAL HERITAGE ASSETS USING AUGMENTED REALITY (AR)
A. Malliri, K. Siountri , E. Skondras , D.D. Vergados, C.-N. Anagnostopoulos (2019)
Using Different Ways of 3D Reconstruction of Historical Cities for Gaming Purposes: The Case Study of Nafplio
Antonios Kargas , Georgios Loumos and Dimitrios Varoutas (2019)
Utilising 3D Realistic Models in Serious Games for Cultural Heritage
Georgia Kontogianni, Christos Koutsaftis, Margarita Skamantzari, et al. (2017)
VIRTUALISING AN OTTOMAN FORTRESS – LASER SCANNING AND 3D MODELLING FOR THE DEVELOPMENT OF AN INTERACTIVE, IMMERSIVE VIRTUAL REALITY APPLICATION
F. Tschirschwitz, G. Büyüksalih, T. P. Kersten, T. Kan, G. Enc , P. Baskaraca (2019)