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Mixed Reality and Gamification for Cultural Heritage
Springer International Publishing, January 2017
Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis
The data shown below were collected from the profiles of 17 tweeters who shared this research output. Click here to find out more about how the information was compiled.
|Members of the public||11||65%|
|Science communicators (journalists, bloggers, editors)||1||6%|
|Practitioners (doctors, other healthcare professionals)||1||6%|
The data shown below were compiled from readership statistics for 280 Mendeley readers of this research output. Click here to see the associated Mendeley record.
|Readers by professional status||Count||As %|
|Student > Master||54||19%|
|Student > Ph. D. Student||53||19%|
|Student > Bachelor||24||9%|
|Readers by discipline||Count||As %|
|Arts and Humanities||55||20%|