Stepping into Virtual Reality
A case study of computer gaming for math: Engaged learning from gameplay?
Computers & Education
Mobile Cultural Heritage: The Case Study of Locri
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Promotion of Cultural Heritage: Bronzes of Riace in a Cross-Media Approach
AXMEDIS '08 Proceedings of the 2008 International Conference on Automated solutions for Cross Media Content and Multi-channel Distribution
Expert Systems with Applications: An International Journal
Virtual communities: A marketing perspective
Decision Support Systems
Computer game development as a literacy activity
Computers & Education
UbiCicero: A location-aware, multi-device museum guide
Interacting with Computers
Designing markets for co-production of digital culture goods
Decision Support Systems
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Acceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation
Information and Management
Students' perceptions about the use of video games in the classroom
Computers & Education
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Current advances in technology are developing new tools capable of supporting and facilitating the diffusion of knowledge for a wide range of final user. Web-based technologies offer new powerful tools for accessing knowledge and educational contents related to the field of cultural heritage in an easy and interactive way. As a consequence, there is an increasing effort in digitising museum collections and exhibitions, as well as in diffusing digital educational content throughout the web. In this way, a new vision of cultural heritage accessed via computer is emerging: virtual cultural heritage. The aim of this paper is to investigate the consumption process of virtual cultural heritage, by examining the main characteristics of its consumers and how they make use of digital educational content, in order to more deeply understand the link between consumption experience and virtual cultural heritage.