ACM Journal on Computing and Cultural Heritage

Papers
(The TQCC of ACM Journal on Computing and Cultural Heritage is 4. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 500 papers]. The publications cover those that have been published in the past four years, i.e., from 2019-11-01 to 2023-11-01.)
ArticleCitations
Improving Accessibility to Intangible Cultural Heritage Preservation Using Virtual Reality45
Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors31
Adding Culture to UX31
Ambient Information Visualisation and Visitors’ Technology Acceptance of Mixed Reality in Museums26
Detection of Disaster-Affected Cultural Heritage Sites from Social Media Images Using Deep Learning Techniques24
Learning from Synthetic Point Cloud Data for Historical Buildings Semantic Segmentation22
“Let Them Talk!”21
Thresholds20
The Effects of VR Environments on the Acceptance, Experience, and Expectations of Cultural Heritage Learning18
Development of an Augmented Reality Tour Guide for a Cultural Heritage Site18
Digitizing Intangible Cultural Heritage Embodied: State of the Art17
HieroQuest - A Serious Game for Learning Egyptian Hieroglyphs17
Dynamic Dataset Augmentation for Deep Learning-based Oracle Bone Inscriptions Recognition16
A Dataset and a Convolutional Model for Iconography Classification in Paintings15
Volumetric Video in Augmented Reality Applications for Museological Narratives15
Digital Dance Ethnography15
Augmented Reality Applications to Support the Promotion of Cultural Heritage15
Integrating Citizen Experiences in Cultural Heritage Archives: Requirements, State of the Art, and Challenges14
Can BERT Dig It? Named Entity Recognition for Information Retrieval in the Archaeology Domain14
Archives and AI: An Overview of Current Debates and Future Perspectives14
Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum12
From Immersion’s Bleeding Edge to the Augmented Telegrapher12
Culturally Significant Presence in Single-player Computer Games11
Damage Assessment of Earthen Sites of the Ming Great Wall in Qinghai Province11
Museums in the Digital Age11
Linked Data and Cultural Heritage10
Schubert Winterreise Dataset10
Optimising Environmental Educational Narrative Videogames10
The Role of Haptic Feedback and Gamification in Virtual Museum Systems10
FAST CAT10
Representation of Socio-historical Context to Support the Authoring and Presentation of Multimodal Narratives: The Mingei Online Platform10
Automatic Shape Feature Recognition for Ceramic Finds9
An Interactive Narrative to Improve Cultural Heritage Experience in Elementary School Children9
Art for Space8
ShadowPlay2.5D8
3D Scanning and Visualization of Large Monuments of Timurid Architecture in Central Asia -- A Methodical Approach8
Gloss, Color, and Topography Scanning for Reproducing a Painting’s Appearance Using 3D Printing8
Use of Tools8
Context Awareness in Cultural Heritage Applications: A Survey8
A Predictive Method to Improve the Effectiveness of Twitter Communication in a Cultural Heritage Scenario8
Towards Tangible Cultural Heritage Experiences—Enriching VR-based Object Inspection with Haptic Feedback8
Towards Enhancing Virtual Museums by Contextualizing Art through Interactive Visualizations7
Technology-Enhanced Interaction with Cultural Heritage7
Digitalization and 3D Documentation Techniques Applied to Two Pieces of Visigothic Sculptural Heritage in Merida Through Structured Light Scanning7
First-person Cinematographic Videogames7
Machine Learning for the Built Heritage Archaeological Study6
Fracturing Artefacts into 3D Printable Puzzles to Enhance Audience Engagement with Heritage Collections6
Multiple-source Data Collection and Processing into a Graph Database Supporting Cultural Heritage Applications6
Teaching Cultural Heritage through a Narrative-based Game6
The Study of Three-Dimensional Fingerprint Recognition in Cultural Heritage6
Automatic Recognition and Digital Documentation of Cultural Heritage Hemispherical Domes using Images6
Open Workflows for Polychromatic Reconstruction of Historical Sculptural Monuments in 3D6
The Balance of Attention6
From #MuseumAtHome to #AtHomeAtTheMuseum: Digital Museums and Dialogical Engagement Beyond the COVID-19 Pandemic6
Augmented Reality Gaming as a Tool for Subjectivizing Visitor Experience at Cultural Heritage Locations—Case Lights On!6
Digital Mapping of Medieval Cemeteries5
Unsettling Play5
Web-based Exploration of Annotated Multi-Layered Relightable Image Models5
Casual Leisure in Rich-Prospect5
Creating a Knowledge Base to Research the History of UK Museums through Rapid Application Development5
Creating a Knowledge Graph for Ireland’s Lost History: Knowledge Engineering and Curation in the Beyond 2022 Project5
The Bryn Celli Ddu Minecraft Experience5
Comparative Analysis Between the Main 3D Scanning Techniques: Photogrammetry, Terrestrial Laser Scanner, and Structured Light Scanner in Religious Imagery: The Case of The Holy Christ of the Blood5
We Dare You5
Digitisation of Traditional Craft Processes5
Playing Design5
Augmented Reality in Outdoor Settings5
Learning and Reasoning for Cultural Metadata Quality: Coupling Symbolic AI and Machine Learning over a Semantic Web Knowledge Graph to Support Museum Curators in Improving the Quality of Cultural Meta4
User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience4
Data-driven Computational Homogenization Using Neural Networks4
Comparison of the Wearable Mobile Laser Scanner (WMLS) with Other Point Cloud Data Collection Methods in Cultural Heritage: A Case Study of Diokaisareia4
Proxy Painting4
Experiences of Knowledge Transfer on Industrial Heritage Using Games, Storytelling, and New Technologies4
Playing Games with Tito4
Single Image Façade Segmentation and Computational Rephotography of House Images Using Deep Learning4
Multi-modality Search and Recommendation on Palestinian Cultural Heritage Based on the Holy-Land Ontology and Extrinsic Semantic Resources4
Transferring Traditional Crafts from the Physical to the Virtual World: An Authoring and Visualization Method and Platform4
Ontological Modeling for Excavation Documentation and Virtual Reconstruction of an Ancient Egyptian Site4
From Point Cloud to HBIM to FEA, the Case of a Vernacular Architecture4
Using UAV Photogrammetric Technique for Monitoring, Change Detection, and Analysis of Archeological Excavation Sites4
Building Semantic Metadata for Historical Archives through an Ontology-driven User Interface4
Assessing Visual Perception in Heritage Sites with Visual Acuity4
Bringing Empty Rooms to Life for Casual Visitors Using an AR Adventure Game4
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