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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 34 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 34 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Master | 4 | 12% |
Student > Postgraduate | 3 | 9% |
Researcher | 3 | 9% |
Student > Ph. D. Student | 3 | 9% |
Other | 1 | 3% |
Other | 4 | 12% |
Unknown | 16 | 47% |
Readers by discipline | Count | As % |
---|---|---|
Social Sciences | 3 | 9% |
Design | 3 | 9% |
Computer Science | 3 | 9% |
Engineering | 3 | 9% |
Arts and Humanities | 2 | 6% |
Other | 5 | 15% |
Unknown | 15 | 44% |