M. Claudia tom Dieck

Orcid: 0000-0002-8765-8969

According to our database1, M. Claudia tom Dieck authored at least 16 papers between 2016 and 2025.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
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Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2025
When XR meets the Metaverse: Advancing new realities in an evolving space.
Comput. Hum. Behav., 2025

2024
Metaverse for service industries: Future applications, opportunities, challenges and research directions.
Comput. Hum. Behav., February, 2024

Can augmented reality (AR) applications enhance students' experiences? Gratifications, engagement and learning styles.
Inf. Technol. People, 2024

The influence of virtual reality on the experience of religious cultural heritage content.
Internet Res., 2024

Social presence and experience economy: the effects of augmented and virtual reality in museums.
Int. J. Mob. Commun., 2024

2023
Exploring the Darkverse: A Multi-Perspective Analysis of the Negative Societal Impacts of the Metaverse.
Inf. Syst. Frontiers, October, 2023

2021
Developing augmented reality business models for SMEs in tourism.
Inf. Manag., 2021

2020
Moderating Role of Long-Term Orientation on Augmented Reality Adoption.
Int. J. Hum. Comput. Interact., 2020

Experiencing immersive virtual reality in museums.
Inf. Manag., 2020

2019
Translating Tourist Requirements into Mobile AR Application Engineering Through QFD.
Int. J. Hum. Comput. Interact., 2019

2018
Determining visitor engagement through augmented reality at science festivals: An experience economy perspective.
Comput. Hum. Behav., 2018

2017
An adoption framework for mobile augmented reality games: The case of Pokémon Go.
Comput. Hum. Behav., 2017

Tourists' experience of Virtual Reality applications.
Proceedings of the IEEE International Conference on Consumer Electronics, 2017

Exploring User Adoption of Augmented Reality Applications based on Pokémon Go.
Proceedings of the Digital Enterprise Computing (DEC 2017), 2017

2016
Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum.
Proceedings of the Information and Communication Technologies in Tourism 2016, 2016

Understanding the Acceptance of Augmented Reality at an Organisational Level: The Case of Geevor Tin Mine Museum.
Proceedings of the Information and Communication Technologies in Tourism 2016, 2016


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