Abstract
Narratives spun around a series of physical objects in a virtual environment may produce a truly compelling story, but does their potency draw on the fact that in spite of their intangible delivery their provenance is clearly deeply rooted in their museum provenance? We trust, either by what we witness with our own eyes or perhaps by what we instinctively know to be true. An institution, such as a museum, is devoted to the custodian care to their collections, and the publics’ certainty of this responsibility cues us to willingly suspend our own disbelief, even when encountered online where we cannot see the physical objects.
| Original language | English |
|---|---|
| Title of host publication | Mixed Reality and Gamification for Cultural Heritage |
| Editors | Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis |
| Place of Publication | Cham |
| Publisher | Springer International Publishing |
| Pages | 549-566 |
| Number of pages | 18 |
| ISBN (Print) | 978-3-319-49607-8 |
| DOIs | |
| State | Published - 2017 |
| Externally published | Yes |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 11 Sustainable Cities and Communities
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