In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is based on qualitative material gathered from institutions (Gamla Uppsala Museum and Uppåkra Archaeological Centre) and software developers (Disir Produc...
The paper reports a qualitative study with the objective of obtaining a better understanding of the ...
International audienceThe paper presents different issues dealing with both the preservation of cult...
Virtual Reality (VR) is usually recognized as a tool that enables the viewer to move freely in a thr...
In recent decades, debates on applying digital technologies in the humanities field have increased. ...
International audienceVirtual Reality (VR) has become one of the emerging technologies over the past...
Viking VR is a Virtual Reality exhibit through which viewers can experience the sights and sounds of...
Viking VR is a Virtual Reality exhibit through which viewers can experience the sights and sounds of...
This thesis has been an odyssey of sorts, into how the creative and playful use of digital tools, su...
Museums have often avoided displaying difficult and controversial historical subject matters in favo...
This paper focuses on the project VR and AR in the valorisation of cultural and artistic heritage wi...
The aim of the article is to identify the advantages and disadvantages of using immersive VR applica...
Augmented reality (AR) is being adopted at heritage settings as a means of creating and delivering e...
This book constitutes the proceedings of the Second Joint International Conference on Serious Games,...
This paper presents a case study of an Augmented and Virtual Reality application implemented in the ...
The change of a society’s characteristics (a shift from an informational to a creative one) requires...
The paper reports a qualitative study with the objective of obtaining a better understanding of the ...
International audienceThe paper presents different issues dealing with both the preservation of cult...
Virtual Reality (VR) is usually recognized as a tool that enables the viewer to move freely in a thr...
In recent decades, debates on applying digital technologies in the humanities field have increased. ...
International audienceVirtual Reality (VR) has become one of the emerging technologies over the past...
Viking VR is a Virtual Reality exhibit through which viewers can experience the sights and sounds of...
Viking VR is a Virtual Reality exhibit through which viewers can experience the sights and sounds of...
This thesis has been an odyssey of sorts, into how the creative and playful use of digital tools, su...
Museums have often avoided displaying difficult and controversial historical subject matters in favo...
This paper focuses on the project VR and AR in the valorisation of cultural and artistic heritage wi...
The aim of the article is to identify the advantages and disadvantages of using immersive VR applica...
Augmented reality (AR) is being adopted at heritage settings as a means of creating and delivering e...
This book constitutes the proceedings of the Second Joint International Conference on Serious Games,...
This paper presents a case study of an Augmented and Virtual Reality application implemented in the ...
The change of a society’s characteristics (a shift from an informational to a creative one) requires...
The paper reports a qualitative study with the objective of obtaining a better understanding of the ...
International audienceThe paper presents different issues dealing with both the preservation of cult...
Virtual Reality (VR) is usually recognized as a tool that enables the viewer to move freely in a thr...