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Impact of the availability of gamified e-guides on museum visit intention.

Beata Bieszk-StolorzKrzysztof DmytrówJurgita EglinskieneSusanne MarxAgnieszka MiluniecKarolina MuszynskaGrazyna NiedoszytkoWeronika PodlesinskaAttila v. RostoványiJakub SwachaRené Larsen VilsholmSenija Vurzer
Published in: KES (2021)
Keyphrases
  • augmented reality
  • real time
  • databases
  • cultural heritage
  • information retrieval
  • three dimensional
  • evolutionary algorithm
  • hidden markov models
  • mobile robot
  • human computer interaction
  • factors influencing
  • high impact