2022
DOI: 10.1109/tvcg.2020.3043324
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New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space

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Cited by 15 publications
(10 citation statements)
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“…For this study, we concentrated our efforts on four brokering goals as variables: 1) accessibility to scientific research; 2) awareness of the empirical evidence on rural health issues; 3) engagement with research through making it appeal to more of the senses; 4) advocacy and policy influence : using research to stimulate change. We added the variable “ enjoyment ” to investigate its relation to the other four variables and to the outcome of the knowledge translation tool [ 32 ]. Previous studies from the field of pedagogy [ 33 ] and psychology [ 34 ] suggest positive emotions and aesthetics favor learning and likelihood to engage in sustainable, prosocial behavior.…”
Section: Methodsmentioning
confidence: 99%
“…For this study, we concentrated our efforts on four brokering goals as variables: 1) accessibility to scientific research; 2) awareness of the empirical evidence on rural health issues; 3) engagement with research through making it appeal to more of the senses; 4) advocacy and policy influence : using research to stimulate change. We added the variable “ enjoyment ” to investigate its relation to the other four variables and to the outcome of the knowledge translation tool [ 32 ]. Previous studies from the field of pedagogy [ 33 ] and psychology [ 34 ] suggest positive emotions and aesthetics favor learning and likelihood to engage in sustainable, prosocial behavior.…”
Section: Methodsmentioning
confidence: 99%
“…Exhibitions in such fusion spaces can comprise combinations of real-and non-real-time local and remote interactions, and AR and VR have been suggested as additional classifications [35]. Additionally, a hybrid exhibition concept that integrates physical reality, VR, and smart displays has been proposed [12]. This method presents common elements of the exhibition and combines physical, smart device-based exhibition and VR to allow user participation.…”
Section: Extended Reality For Exhibitionmentioning
confidence: 99%
“…The Light House project presented the possibility of experiencing an exhibition from different perspectives by creating identical exhibits in web, mobile, and VR [11]. Recently, exhibitions combining real and virtual spaces, such as VR exhibitions with game elements based on actual photographs, can offer improved fun and enjoyment compared to traditional reality-based exhibitions [12]. However, existing exhibitions focus only on the goal of creating exhibitions by simply connecting the exhibited work within a space, making it difficult for users in different spaces to share a real-time experience, where visitors must visit the exhibition together when in different spaces.…”
Section: Introductionmentioning
confidence: 99%
“…Research on learning with history-related VR has not yet focused on investigating and promoting the methodical, critical, and reflective processing of the content, but mainly on the effectiveness of VR for interest or enjoyment (e.g., Rahimi et al. 2020 ; Yildirim et al. 2018 ).…”
Section: Virtual Reality In History Education Contextsmentioning
confidence: 99%
“…Research on learning with history-related VR has not yet focused on investigating and promoting the methodical, critical, and reflective processing of the content, but mainly on the effectiveness of VR for interest or enjoyment (e.g., Rahimi et al 2020;Yildirim et al 2018). Studies that have examined the cognitive effects of using history-related VR usually focus on learning outcomes, such as remembering and reproducing information or understanding the content (e.g., Taranilla et al 2019;Calvert and Abadia 2020;Parong and Mayer 2021).…”
Section: Fostering Learning With History-related Vrmentioning
confidence: 99%