Afkham, A. (2014). A reference architecture for IoT [Slides]. SlideShare. https://www.slideshare.net/wso2.org/io-t-referencearchitecturewebinar
Agrawal, O. P. (2007). Essentials of conservation and museology. Sundeep Prakashan.
Anadol, R., & Kivrak, P. (2023). AI, Architecture, and Performance: Walt Disney Concert Hall Dreams. In Choreomata (pp. 379-389). Chapman and Hall/CRC.
Awadalla, R. R. (2023). The application of mixed reality technology as innovative approach in museums. Journal of Design Sciences and Applied Arts, 4(2), 275–283. https://doi.org/10.21608/jdsaa
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355–385. http://www.macs.hw.ac.uk/~ruth/year4VEs/Resources/ARpresence.pdf
Bautista, S. S. (2013). Museums in the digital age: Changing meanings of place, community, and culture. Bloomsbury Publishing USA.
Bedno, J., & Bedno, E. (1999). Museum exhibitions: Past imperfect, future tense. Museum News, 78(5), 38-43. https://mps.uchicago.edu/docs/articles/Past%20Imperfect%2C%20Future%20Tense.pdf
Behrendt, M., & Franklin, T. (2014). A review of research on school field trips and their value in education. International Journal of Environmental and Science Education, 9(3), 235–245. https://files.eric.ed.gov/fulltext/EJ1031445.pdf
Bhattacharya, I. (2019). Scientific technology: Relevance and role of ‘Internet of Things (IoT)’ in museum. Journal of Indian Museums, 72(1), 135–139. https://doi.org/10.13140/RG.2.2.13764.37762
Black, G. (2012). Transforming museums in the twenty-first century. Routledge.
Burgard, W., Cremers, A. B., Fox, D., Hähnel, D., Lakemeyer, G., Schulz, D., ... & Thrun, S. (1999). Experiences with an interactive museum tour-guide robot. Artificial Intelligence, 114(1-2), 3–55.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6
Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452–458. https://doi.org/10.1016/j.culher.2010.04.001
Chen, S., Han, X., Bilgihan, A., & Okumus, F. (2021). Customer engagement research in hospitality and tourism: A systematic review. Journal of Hospitality Marketing & Management, 30(7), 871–904. https://doi.org/10.1080/19368623.2021.1903644
Danaei, D., Jamali, H. R., Mansourian, Y., & Rastegarpour, H. (2020). Comparing reading comprehension between children reading augmented reality and print storybooks. Computers & Education, 153, Article 103900. https://doi.org/10.1016/j.compedu.2020.103900
Deutsches Museum. (n.d.). Homepage. https://www.deutsches-museum.de.
Deuze, M. (2009). Media industries, work and life. European Journal of Communication, 24(4), 467–480. https://doi.org/10.1177/0267323109345523
Erbay, M. (2017). Yeni nesil teknolojiler ile müzelerde eğitim. Milli Eğitim Dergisi, 46(214), 255–268. https://dergipark.org.tr/en/pub/milliegitim/article/405935
Falk, J. H., Dierking, L. D., & Adams, M. (2006). Living in a learning society: Museums and free-choice learning. A Companion to Museum Studies, 323–339. https://doi.org/10.1002/9780470996836.ch19
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459. https://doi.org/10.1007/s10055-019-00379-9
Giangreco, I., Sauter, L., Parian, M. A., Gasser, R., Heller, S., Rossetto, L., & Schuldt, H. (2019). Virtue: A virtual reality museum experience. In Companion Proceedings of the 24th International Conference on Intelligent User Interfaces (pp. 119–120). Association for Computing Machinery.
Giannini, T., & Bowen, J. P. (2022). Museums and digital culture: From reality to digitality in the age of COVID-19. Heritage, 5(1), 192–214. https://doi.org/10.3390/heritage5010011
Heisenberg, W. (1991). Physics and philosophy (M. Khatami, Trans.). Elmi Publications. (Original work published 1958) (in Persian)
Heraklion Museum. (n.d.). Homepage. https://www.heraklionmuseum.gr
Hetherington, K. (2020). Foucault and the museum. In A. Witcomb & K. Message (Eds.), Museum theory (pp. 21–40). Wiley-Blackwell.
Imperial War Museums. (n.d.). Homepage. https://www.iwm.org.uk/
Johnson, E. B. (2002). Contextual teaching and learning: What it is and why it's here to stay. Corwin Press.
Karayılanoğlu, G., & Arabacıoğlu, B. C. (2020). Digital interactive experiences in contemporary art museums. Turkish Online Journal of Design Art and Communication, 10(4), 423–440. https://doi.org/10.7456/11004100/007
Kim, H. J., & Lee, H. K. (2022). Emotions and colors in a design archiving system: Applying AI technology for museums. Applied Sciences, 12(5), 2467. https://doi.org/10.3390/app12052467
Kiourexidou, M., & Stamou, S. (2025). Interactive heritage: The role of artificial intelligence in digital museums. Electronics, 14(9), Article 1884. https://doi.org/10.3390/electronics14091884
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development (2nd ed.). FT Press.
Kopetz, H., & Steiner, W. (2022). Internet of things. In Real-time systems: Design principles for distributed embedded applications (pp. 325–341). Springer. https://doi.org/10.1007/978-3-030-89828-1_13
LaValle, S. M. (2023). Virtual reality. Cambridge University Press.
Malraux, A. (1996). Le musée imaginaire. Gallimard. (Original work published 1947)
Manovich, L. (2001). The language of new media. MIT Press.
Mayer, R. E. (2021). Evidence-based principles for how to design effective instructional videos. Journal of Applied Research in Memory and Cognition, 10(2), 229–240. https://doi.org/10.1016/j.jarmac.2021.03.007
Mayer, R. E., & Estrella, G. (2014). Benefits of emotional design in multimedia instruction. Learning and Instruction, 33, 12–18. https://doi.org/10.1016/j.learninstruc.2014.02.004
Mazuryk, T., & Gervautz, M. (1996). Virtual reality: History, applications, technology and future (Technical Report TR-186-2-96-06). Vienna University of Technology. https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/
Museum of Modern Art. (n.d.). Exhibitions (5535). https://www.moma.org/calendar/exhibitions/5535
Nake, F. (2019). Georg Nees & Harold Cohen: Re:tracing the origins of digital media. In O. Grau, J. Hoth, & E. Wandl-Vogt (Eds.), Digital art through the looking glass: New strategies for archiving, collecting and preserving in digital humanities (pp. 27–48). Edition Donau-Universität. https://doi.org/10.25969/mediarep/13340
National Museum of Denmark. (n.d.). Museums and palaces. https://en.natmus.dk/museums-and-palaces/
Norris, D. (2015). The Internet of Things: Do-it-yourself at home projects for Arduino, Raspberry Pi and BeagleBone Black. McGraw-Hill Education.
Orford, E. J. H. (2008). The creative spirit: Stories of 20th century artists. Baico Publishing.
Peng, Y., Chen, C., & Huang, G. (2024). Universal visual decomposer: Long-horizon manipulation made easy. In 2024 IEEE International Conference on Robotics and Automation (ICRA) (pp. 4756–4762). IEEE.
Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223–231. https://doi.org/10.1002/j.2168-9830.2004.tb00809.x
Raymond, E. (2001). The cathedral and the bazaar: Musings on Linux and open source by an accidental revolutionary. O’Reilly Media.
Rose, K., Eldridge, S., & Chapin, L. (2015). The internet of things: An overview. The Internet Society (ISOC), 80(15), 1–53. https://www.internetsociety.org/wp-content/uploads/2017/08/ISOC-IoT-Overview-20151221-en.pdf
Scavarelli, A., Arya, A., & Teather, R. J. (2021). Virtual reality and augmented reality in social learning spaces: A literature review. Virtual Reality, 25(1), 257–277. https://doi.org/10.1007/s10055-020-00444-8
Schweibenz, W. (2004). The development of virtual museums. ICOM News Magazine, 3(3), 1–2. https://icom.museum/en/ressource/the-development-of-virtual-museums/
Shaikat, A. S., Hussein, M. R., Tasnim, R., Zonayed, M., Jhara, S. S., Rahman, M. M., & Mokhter, A. H. (2024). An IoT enabled artifact protection system for museum using computer vision. Journal of Engineering Advancements, 5(4), 123–131. https://doi.org/10.38032/jea.2024.04.004
Stiles, K. (2003). Art and technology (A. Ameri, Trans.). Binab, (2), 144–161. https://B2n.ir/re6392 (Original work published 1996) (in Persian)
Sutherland, I. E. (1965, May). The ultimate display. In Proceedings of the IFIP Congress (Vol. 2, No. pp. 506-508).
Thrun, S., Bennewitz, M., Burgard, W., Cremers, A. B., Dellaert, F., Fox, D., ... & Schulz, D. (1999). MINERVA: A second-generation museum tour-guide robot. In Proceedings of the 1999 IEEE International Conference on Robotics and Automation (Vol. 3). IEEE.
Varitimiadis, S., Kotis, K., Skamagis, A., Tzortzakakis, A., Tsekouras, G., & Spiliotopoulos, D. (2020). Towards implementing an AI chatbot platform for museums. In Proceedings of the 3rd International Conference on Cultural Informatics, Communication & Media Studies (pp. 1–12). https://doi.org/10.12681/cicms.2732
استایلز، کریستین (1382). هنر و فناوری (علی عامری، مترجم). نشریه بیناب، 2، 144-161. https://B2n.ir/re6392 (چاپ اثر اصلی 1996)
هایزنبرگ، ورنر (1370). فیزیک و فلسفه (محمود خاتمی، مترجم). انتشارات علمی. (چاپ اثر اصلی ۱۹۵۸)