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Mendeley readers
Chapter title |
Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification
|
---|---|
Chapter number | 16 |
Book title |
Visual Computing for Cultural Heritage
|
Published by |
Springer, Cham, April 2020
|
DOI | 10.1007/978-3-030-37191-3_16 |
Book ISBNs |
978-3-03-037190-6, 978-3-03-037191-3
|
Authors |
Stuart O’Connor, Simon Colreavy-Donnelly, Ian Dunwell, O’Connor, Stuart, Colreavy-Donnelly, Simon, Dunwell, Ian |
Mendeley readers
The data shown below were compiled from readership statistics for 40 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 40 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 5 | 13% |
Student > Master | 4 | 10% |
Researcher | 3 | 8% |
Student > Postgraduate | 3 | 8% |
Unspecified | 2 | 5% |
Other | 5 | 13% |
Unknown | 18 | 45% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 5 | 13% |
Social Sciences | 3 | 8% |
Design | 3 | 8% |
Engineering | 3 | 8% |
Business, Management and Accounting | 2 | 5% |
Other | 7 | 18% |
Unknown | 17 | 43% |