Page 113 - AC-3-1
P. 113

Arts & Communication                                           Integrating extended reality in modern museums



               doi: 10.4337/9781781004227.00007                   presence questionnaire: The ITC-sense of presence inventory.
                                                                  Presence Teleoperators Virtual Environ. 2001;10:282-297.
            32.  Kirova V. Value co-creation and value co-destruction
               through interactive technology in tourism: The case of ‘La      doi: 10.1162/105474601300343612
               Cité du Vin’ wine museum, Bordeaux, France. Curr Issues   43.  Vorderer P, Wirth W, Gouveia FR,  et al.  MEC Spatial
               Tour. 2021;24(5):637-650.
                                                                  Presence Questionnaire (MEC-SPQ): Short Documentation
               doi: 10.1080/13683500.2020.1732883                 and Instructions for Application.  Report  to  the  European
                                                                  Community, Project Presence: MEC (IST-2001-37661); 2004
            33.  Neuhofer B, Buhalis D, Ladkin A. Experiences, co-creation
               and technology: A conceptual approach to enhance tourism      doi: 10.13140/RG.2.2.26232.42249
               experiences. In:  CAUTHE  2013:  Tourism  and  Global   44.  Petronela SU, Sandu I. Museums in the life of the public. Int
               Change: On the Edge of Something Big;  2013.  Available   J Conserv Sci. 2016;7:87-92.
               from:      https://search.informit.org/doi/epdf/10.3316/
               informit.514738387022651                        45.  Hite R, Childers G, Hoffman J. Cultural-historical activity
                                                                  theory as an integrative model of socioscientific issue based
            34.  Allen  W.  Six Ways that Agencies Can Influence Behaviors;
               2018Available from: https://learningforsustainability.net/  learning in museums using extended reality technologies.
               post/6es-policy-framework [Last accessed on 2024 May 06].  Int J Sci Educ Part B. 2024:1-6.
                                                                  doi: 10.1080/21548455.2024.2324854
            35.  Aizen I. The theory of planned behavior. Organ Behav Hum
               Decis Process. 1991;50(2):179-211.              46.  Spence J, Darzentas DP, Huang Y, Cameron HR, Beestin E,
                                                                  Benford S. VRtefacts: Performative Substitutional Reality
               doi: 10.1016/0749-5978(91)90020-T
                                                                  with Museum Objects. In: DIS’20: Proceedings of the 2020
            36.  Hunicke R, LeBlanc M, Zubek R. MDA: A Formal Approach   ACM Designing Interactive Systems Conference. p. 627-640.
               to Game Design and Game Research. AAAI Workshop-     doi: 10.1145/3357236.3395459
               Technical Report;  2004. p.  1. Available  from: https://www.
               researchgate.net/publication/228884866_mda_a_formal_  47.  Howes, D. (2014). Introduction to sensory museology.
               approach_to_game_design_and_game_research  [Last   Senses Soc., 2014;9(3):259-267.
               accessed on 2024 May 06].
                                                                  doi: 10.2752/174589314X14023847039917
            37.  Guo Xin T.  The Framework  of a Game Design (MDA   48.  Reading A, Bjork J, Hanlon J, Jakeman N. The labour of
               Framework); 2022. Available from: https://www.researchgate.  place: Memory and extended reality (XR) in migration
               net/publication/360018773_the_framework_of_a_game_  museums. Mem Stud., 2021;14(3):606-621.
               design_mda_framework [Last accessed on 2024 May 07].
                                                                  doi: 10.1177/17506980211010697
            38.  Efrani M, El-Nasr M, Milam D,  et al.  The Effect of Age,
               Gender,  and  Previous  Gaming  Experience  on  Game  Play   49.  Anastasovitis E, Ververidis D, Nikolopoulos S, Kompatsiaris
               Performance. Canada: Simon Fraser University; 2010.  I. Digiart: Building New 3d Cultural Heritage Worlds. United
                                                                  States: IEEE; 2017.
               doi: 10.1007/978-3-642-15231-3_33
                                                                  doi: 10.1109/3DTV.2017.8280406
            39.  Azadvar A, Canossa A. UPEQ: Ubisoft Perceived Experience
               Questionnaire: A  Self-determination Evaluation Tool for   50.  Cesário V, Coelho A, Nisi V.  Enhancing Museums’
               Video Games. New  York: Association for Computing   Experiences through Games and Stories for Young Audiences.
               Machinery; 2018.                                   Germany: Springer; 2017. p. 351-354.
               doi: 10.1145/3235765.3235780                       doi: 10.1007/978-3-319-71027-3_41
            40.  Nowak KL, Biocca F. The Effect of the Agency and   51.  Karittevli E, Kokkinos N, Ioannides M, Efstathiou K.
               Anthropomorphism on Users’ Sense of Telepresence,   Reviving The Past: Visualising Cultural Heritage in Dynamic
               Copresence, and Social Presence in Virtual Environments.   user Interfaces. Eva Berlin; 2023. Elektonische Medien and
               Presence Teleoperators Virtual Environ. 2003;12(5):481-494.  Kunst, Kultur und Historie. Proceedings. p. 84-92. Available
                                                                  from:      https://eva-berlin-conference.de/wp-content/
               doi: 10.1162/105474603322761289
                                                                  uploads/2024/01/EVA_2023_Konferenzband.pdf  [Last
            41.  Lessiter J, Freeman J, Keogh E, Davidoff J. Development of a   accessed on 2024 May 07].
               New Cross-Media Presence Questionnaire: The ITC-Sense of
               Presence Inventory. Teleoperators and Virtual Environments-  52.  Sandheinrich P, Hutson J. Haptic preservation of cultural
                                                                  ephemera: An extended reality solution using stereoscopic
               Presence; 2000.  Available from: https://www.researchgate.
               net/publication/239665832_development_of_a_new_    experience replication for Victorian parlor culture.
               cross-media_presence_questionnaire_the_itc-sense_of_  Metaverse Basic Appl Res. 2023;2:48.
               presence_inventory [Last accessed on 2024 Mai 08].     doi: 10.56294/mr202348
            42.  Lessiter J, Freeman J, Keogh E, Davidoff J. A cross-media   53.  Banfi F, Brumana R, Stanga C. Extended reality and


            Volume 3 Issue 1 (2025)                         18                               doi: 10.36922/ac.3428
   108   109   110   111   112   113   114   115   116   117   118