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Use Cases for Gamification in Virtual Museums.
Andreas Döpker
Tobias Brockmann
Stefan Stieglitz
Published in:
GI-Jahrestagung (2013)
Keyphrases
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augmented reality
virtual environment
virtual world
virtual reality
cultural heritage
digital content
machine learning
information systems
decision making
multimedia
high level
multiscale
objective function
end users
user experience