81,335 research outputs found
Using grounded theory to model visitor experiences at heritage sites: methodological and practical issues
Purpose – The purpose of this paper is to present grounded theory as an alternative approach for conceptualizing and modelling the consumer experience. The basic theoretical tenets of the grounded theory approach are contrasted with more traditional assumptions and methods used in consumer research.
Design/methodology/approach – The approach is based on qualitative methods and a series of systematic ethnographic procedures, which along with the simultaneous processes of data collection and analysis, lead to the development of an inductive derived grounded theory of the visitor experience. In order to develop a model of the interactive experience of visitors to heritage sites, case studies are conducted at three World Heritage Sites in Thailand.
Findings – The findings indicate that the grounded theory approach has the potential to reveal a rich and deep understanding of visitor experiences, including the ways that visitors interact with the site, their interpretation of the site, and the meaning of the site for them.
Practical implications – It is suggested that the grounded theory approach can be a valuable tool in exploring the insights and meanings of visitors' experience and could be applied to future research in consumer behaviour. There are practical implications of this kind of research for the management of heritage sites in terms of visitor expectations, interactions and interpretations.
Originality/value – This study has developed a model of the experience and interaction of visitors to Thai World Heritage Sites which could be applied to other heritage sites. It illustrates the theoretical and practical issues of grounded theory approach to exploration and inductive development “interactive experience” of visitors at heritage sites. This is a qualitative research approach that could be adopted for a range of experience based industries such tourism, leisure and hospitality
Blurring the boundaries of the Mackintosh room
In this paper we describe a prototype interactive systemsupporting a shared synchronous experience for physical,World Wide Web and virtual reality visitors to anexhibition devoted to the designer and architect C.R.Mackintosh. The system provides awareness betweenvisitors that spans multiple media while also providinglocation- and device-sensitive content to each visitor
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Yes, You Can Touch This: Designing Prototypes for Interactive Museum Spaces
Traditionally, museums have been spaces where visitors are asked to look but not touch items on display. Currently, professionals in museums, particularly in the United States, are trying to improve visitor experience by using interactive displays and technologies. Interactive media allows visitors to be immersed in the information displayed rather than simply reading a block of text that would more than likely be overlooked.While interactive media is a great way to engage visitors in an exhibit, this study looks at the use of interactive media in preserving culture, specifically American indigenous cultures. Our goal is to study how culture can be preserved and shared through interactive prototypes in a museum space
Interactive tables in the wild - visitor experiences with multi-touch tables in the Arctic exhibit at the Vancouver Aquarium
Funding: Alberta Innovates–Technology Futures (Alberta Ingenuity & iCORE), CFI, NSERC, and SMART Technologies.This report describes and discusses the findings from a field study that was conducted at the Vancouver Aquarium to investigate how visitors explore and experience large horizontal multi-touch tables as part of public exhibition spaces. The study investigated visitors’ use of two different tabletop applications—the Collection Viewer and the Arctic Choices table—that are part of the Canada’s Arctic exhibition at the Vancouver Aquarium. Our findings show that both tabletop exhibits enhanced the exhibition in different ways. The Collection Viewer table evoked visitors curiosity by presenting visually interesting information and engaged by supporting lightweight, playful, and open-ended information exploration. The Arctic Choices table enabled visitors to explore a variety of information about environmental and political changes within the Arctic in depth by providing detailed data visualizations. The application triggered a lot of insightful discussions among visitors. Our study findings include a discussion of the factors that attracted visitors’ attention and triggered interaction with both tabletop exhibits, the character and duration of information exploration, general exploration strategies, and factors that triggered social and collaborative information exploration. We also discuss usability issues of both tabletop applications alongside possible solutions
Mobile-awareness:designing for mobile interactive systems
In recent years, we have witnessed a significant increase in the availability and adoption of mobile devices with wireless communications capabilities. Such devices can be used as the end-system in network-based (single or multi
SmartEx: a case study on user profiling and adaptation in exhibition booths
An investigation into user profiling and adaptation with exhibition booth as a case study is reported. First a review of the field of exhibitions and trade fairs and a summary introduction to adaptation and profiling are given. We then introduce three criteria for the evaluation of exhibition booth: effectiveness, efficiency and affect. Effectiveness is related the amount of information collected, efficiency is a measurement of the time taken to collect the information, and affect is the perception of the experience and the mood booth visitors have during and after their visit. We have selected these criteria to assess adaptive and profiled exhibition booths, we call smart exhibition (SmartEx). The assessment is performed with an experiment with three test conditions (non-profiled/non adaptive, profiled/non-adaptive and profiled adaptive presentations). Results of the experiment are presented along discussion. While there is significant improvements of effectiveness and efficiency between the two-first test conditions, the improvement is not significant for the last test condition, for reasons explained. As for the affect, the results show that it has an under-estimated importance in people minds and that it should be addressed more carefully
- …
