Dissertations / Theses on the topic 'Visitor experience'
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Puhakka, Frejvall Nina. "Digital archaeology : The embodied visitor experience." Thesis, Stockholms universitet, Institutionen för arkeologi och antikens kultur, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-164860.
Full textMASON, MARCO. "Designing Mobile Visitor Experience : shifting the Focus from the Technology to the Visitor." Doctoral thesis, Università IUAV di Venezia, 2012. http://hdl.handle.net/11578/278366.
Full textOsman, Ezz Eldin M. "Relevant Museum Experiences:A Proposed Visitor Categorization Matrix." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1467987890.
Full textSmith, M. "3D interactive technology and the museum visitor experience." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.
Full textFurr, Gabriella R. "Current and Historic Visitor Experiences in Coastal Alaskan Wilderness: Visitor Motivations and Experience Quality in Glacier Bay National Park & Preserve." DigitalCommons@USU, 2019. https://digitalcommons.usu.edu/etd/7695.
Full textAfsharifar, Mohammadamin. "Examining the effects of sensory visitor experience and expectation confirmation on visitor emotions: The moderating role of mood." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2762.
Full textPlaatsman, Michelle. "Zoo exhibit design : the influence of animal visibility on visitor experience /." Thesis, This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-09092008-063812/.
Full textSharp, Arabella. "The engaged experience : visitor narratives in the art gallery." Thesis, University College London (University of London), 2014. http://discovery.ucl.ac.uk/10021719/.
Full textGrebenar, Alex. "The commodification of 'dark tourism' : conceptualising the visitor experience." Thesis, University of Central Lancashire, 2018. http://clok.uclan.ac.uk/23361/.
Full textGuthrie, Catherine M. "Sense making and sense giving : using visitor narratives to understand the impact of visitor interactions on destination image." Thesis, Robert Gordon University, 2007. http://hdl.handle.net/10059/179.
Full textShi, Fangfang. "Commoditised religious souvenirs and visitor experience at Chinese Buddhist sites." Thesis, Nottingham Trent University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485321.
Full textBusby, Graham Donald. "The Cornish church heritage as a tourism attraction : the visitor experience." Thesis, University of Exeter, 2006. http://hdl.handle.net/10036/30019.
Full textDaengbuppha, Jaruwan. "Modelling visitor experience : a case study from World Heritage Sites, Thailand." Thesis, Bournemouth University, 2009. http://eprints.bournemouth.ac.uk/13017/.
Full textJäderlind, Amanda, Märta Ternander, and Sara Uggla. "Att mäta en besökares upplevelse : En studie om undersökningsmetoder som används hos Stockholms museer." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30744.
Full textIn this essay we have raised the question of visitor experience and how this is measured at various museums. We have delimited our purpose by observing the Stockholm county museums. This is to make sure which inquiry methods the museums are using to measure the visitor experience and how these methods are being used. Also we wanted to find out what is needed for the visitor to be satisfied with the visit. In order to achieve the satisfaction of the visitor we have taken loyalty, senses and expectations into consideration. To collect the empirical material for this paper we have used e-mail interviews and three profound interviews with people who have good knowledge of inquiry methods. With the help of our respondents and the theoretical information collected, we have compiled the results. The result that has emerged is demonstrating that surveys and personal contact are mainly used to measure a visitor's experience. Personal contact, interaction and expectations will help the visitor achieve satisfaction, and thus created a loyalty between the visitor and the museum.
Mitchell, Richard D., and n/a. "'Scenery and Chardonnay': a visitor perspective of the New Zealand winery experience." University of Otago. Department of Tourism, 2005. http://adt.otago.ac.nz./public/adt-NZDU20060810.150303.
Full textSmith, Lauren. "The Politics of the Visitor Experience: Remembering Slavery at Museums and Plantations." Ohio University Art and Sciences Honors Theses / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ouashonors1587733890900649.
Full textSchooler, Luke A. "Interpretation : experience of place." Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1443.
Full textStiefvater-Thomas, Chris. "Visitor experience of industrial landscapes : heritage tourism development at Amlwch and Parys Mountain." Thesis, Bangor University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.520845.
Full textGyimothy, Szilvia. "The quality of visitor experience : a case study in peripheral areas of Europe." Thesis, Anglia Ruskin University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310607.
Full textShaw, Haley N. "Exploring the Role of In-Gallery Technology-Based Interactives on Visitor-Object Experience." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574365068794488.
Full textMelvin, John D. S. "The family visitor experience at heritage attractions : value creation within a service environment." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/38000/.
Full textRademaker, Lee Gregory. "Interpretive technology in parks a study of visitor experience with portable multimedia devices /." [Missoula, Mont.] : The University of Montana, 2008. http://etd.lib.umt.edu/theses/available/etd-11122008-113833/unrestricted/Rademaker_Lee_Thesis.pdf.
Full textTitle from author supplied metadata. Description based on contents viewed on June 15, 2009. ETD number: etd-11122008-113833. Includes bibliographical references.
Roe, Katie. "Zoo education: A comparative international study of zoo intentions and the visitor experience." Thesis, Roe, Katie (2014) Zoo education: A comparative international study of zoo intentions and the visitor experience. PhD thesis, Murdoch University, 2014. https://researchrepository.murdoch.edu.au/id/eprint/27186/.
Full textSpencer, Alexander. "Re-Imagining the National Park Experience." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535372504337022.
Full textLester, Sarah. ""For This and Future Generations": Cultivating Meanings at Crater Lake National Park." Thesis, University of Oregon, 2014. http://hdl.handle.net/1794/18361.
Full textReming, Shawn Michael. "The museum environment : visitor experience and exhibitions of the conflict in and around Northern Ireland." Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709703.
Full textZHANG, JINLIN. "Technology is not the solution: Visitor experience of the Chengdu Museum in the digital age." Thesis, Uppsala universitet, Institutionen för informatik och media, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387652.
Full textFornasiero, Laura <1993>. "Analisi e valutazione della visitor experience nell'industria dei parchi divertimento: un'applicazione dell'Analytic Hierarchy Process (AHP)." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/17679.
Full textEngelbrecht, Willy Hannes. "Critical success factors for managing the visitor experience at the Kruger National Park / Willy Hannes Engelbrecht." North-West University, 2011. http://hdl.handle.net/10394/6928.
Full textThesis (M.Com. (Tourism))--North-West University, Potchefstroom Campus, 2012.
Manners, Bianca. "The critical success factors for managing the visitor experience at a major musical event / Bianca Manners." Thesis, North-West University, 2011. http://hdl.handle.net/10394/8440.
Full textThesis (MA (Tourism Management))--North-West University, Potchefstroom Campus, 2012
Patroni, Jessica. "Visitor satisfaction with a beach-based wild dolphin tourism experience and attitudes to feeding wild dolphins." Thesis, Patroni, Jessica (2018) Visitor satisfaction with a beach-based wild dolphin tourism experience and attitudes to feeding wild dolphins. Honours thesis, Murdoch University, 2018. https://researchrepository.murdoch.edu.au/id/eprint/41944/.
Full textWiklund, Emelie, Anna Gyllencreutz, and Christine Nilsson. "”Show Me the Money” : En kvalitativ studie i finansieringsmöjligheter för upplevelsebaserade besöksattraktioner." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19645.
Full textThis bachelor thesis examines the funding process for visitor attractions in the tourism industry. The purpose of this study is to describe how the larger experience attractions have sought various ways to finance the start up of their business. In addition, the study aims to see how companies in the initial process worked with business development and if and how it has affected the ability to realize the project. To answer the questions developed for the study, qualitative interviews were conducted with five Swedish established visitor attractions. An interview was also carried out with an entrepreneur in the funding process. The interviews were conducted to provide information on the funding choices made, obstacles encountered, how business development is used in the process and how the further financing of the attractions might look like. The results of the study show that venture capital, bank loans and “bootstrapping” has been used to finance the visit attractions. The funding of the project group was considered an important part of the start up process. The business plan has functioned as a tool to obtain funding in the development process at two of the visitor attractions. Access to the right people in the search for funding in the development was considered as an important part by two of the visitor attractions. Collaborations, a partnership and ancillary activity is also considered important for the continued funding of the attraction.
Craggs, R. "Tourism and urban regeneration : an analysis of visitor perception, behaviour and experience at the quays in Salford." Thesis, University of Salford, 2008. http://usir.salford.ac.uk/14889/.
Full textWilliams, Karen. "Key success factors in managing the visitor experience at the Cape Town International Jazz Festival / Williams K." Thesis, North-West University, 2011. http://hdl.handle.net/10394/7611.
Full textThesis (M.Com. (Tourism))--North-West University, Potchefstroom Campus, 2012.
Odett, Kristy J. "How to modify and implement art museum interactive strategies| Facilitating a meaningful experience for the adult visitor." Thesis, California State University, Long Beach, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10239726.
Full textThe growing diversity of museum visitors has shifted art museums? educational goals towards developing new ways for visitors to create meaningful experiences. Currently, the predominant method of instruction for adults relies on the lecture based format. The argument made in this study suggests that the interactive strategies used for children could be equally beneficial if applied to adults, provided these activities are designed specifically for adults. Based on the research, when interactive activities are made available to adults it is usually done through a ?multi-generational? approach, inherently geared for adults accompanying children. To address this concern, the study surveyed the educational departments and programs of eight museums in Southern California. The results explore current educational trends and conclude with suggestions how museums can begin modifying and implementing interactive strategies for the adult visitor.
McCabe, Andrew Scott. "Worlds of reason : the praxis of accounting for 'day visitor' behaviour in the Peak National Park : a qualititative investigation." Thesis, University of Derby, 2001. http://hdl.handle.net/10545/277392.
Full textPacker, Jan Merle. "Motivational factors and the experience of learning in educational leisure settings." Thesis, Queensland University of Technology, 2004. https://eprints.qut.edu.au/15911/1/Jan_Packer_Thesis.pdf.
Full textPacker, Jan Merle. "Motivational factors and the experience of learning in educational leisure settings." Queensland University of Technology, 2004. http://eprints.qut.edu.au/15911/.
Full textThomas, David Huw. "Managing online communications and feedback relating to the Welsh visitor attraction experience : apathy and inflexibility in tourism marketing practice?" Thesis, University of Wales Trinity Saint David, 2018. http://repository.uwtsd.ac.uk/901/.
Full textPierce, III Warren Vinson. "Managing the Wilderness Experience at Olympic National Park: A Study of Day and Overnight Visitors." ScholarWorks @ UVM, 2015. http://scholarworks.uvm.edu/graddis/377.
Full textAstic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.
Full textSerious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
Chen, Ni. "A case study on the effect of narrative in augmented reality experiences in museums." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-228993.
Full textMed den ökande populariteten av att använda Augmented Reality (AR) som ett nytt medium på museum presenterar denna masteruppsats en empirisk studie som undersöker besökarens upplevelse av närvaro genom två typer av AR-upplevelser; en informativ och en berättande. Två prototyper utvecklades som båda fokuserade på att leverera kompletterande information om en känd staty på Medelhavsmuseeti Stockholm. Den berättande prototypen gav statyn liv genom ett rekonstrueratutseende samt en röst, vilket möjliggjorde att den kunde berätta statyns historier för besökaren ur ett jag-perspektiv. Den informativa prototypen presenterade objektiva fakta ur ett tredjepersonsperspektiv. En serie användartester utfördes med 12 deltagare på Medelhavsmuseet. Deltagarna rapporterade om deras upplevelse av närvaro i de två distinkta fallen genom ett formulär och en semistrukturerad intervju. Resultaten tydde på att deltagarna knappt upplevde någon närvaro i det informativa fallet, medan de upplevde en tillräcklig nivå av närvaro i det berättande fallet. Studien undersökte även berättandets påverkan på specifika aspekter av närvaro. Sammantaget ökade berättelsen deltagarens upplevelse av närvaro och den förhöjda upplevelsen av närvaro hade en positiv inverkan på deras attityd gentemot helhetsupplevelsen. Studien presenterade dock även negativa effekter (t.ex. inställning och lärningseffektivitet) som kan ha orsakats av den förhöjda upplevelsen av närvaro. Rapporten diskuterar även observerade förhållanden mellan olika faktorer kring närvaro (t.ex. ålder). Slutligen föreslås riktningar för framtida studier för förbättringar och breddningar inom det aktuella projektet.
Webber, Susan, and n/a. "House museums as sites of memory." University of Canberra. Built & Cultural Environment, 2005. http://erl.canberra.edu.au./public/adt-AUC20080925.100449.
Full textChin, Chan-Mo, and 金強謨. "Recreational farm’s visitor recreation experience, satisfaction, and re-visit intension." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/74047236888405305257.
Full text國立體育學院
休閒產業經營學系碩士班
94
The purpose of the study was to understand visitors’ recreation experience, satisfaction, and re-visit intension in Poshin Ranch Farm at Taoyuan. The researcher also tried to find out the relationship between degree of perceived recreation experience and satisfaction, and between satisfaction and re-visit intension. The research objects were Poshin Ranch Farm visitors who were 15 years old and older. The researcher used convenience sampling process to collect questionnaires. There were 400 questionnaires delivered and totally 373 valid questionnaire were received. The response rate was 93.3%. The researcher conducted t-test, ANOVA, and correlation analysis to analysis data. Based on the results, primary visitors were female; age was mainly distributed in 20-49 years old; the occupation were business industry and the student as at most; the level of education regarded more in university; much more married than single; and residency at the Taoyuan County. Revisit visitors' ratio was higher (66%) than first time visitors (34%), and main transportation to the ranch farm was driving together with families and relatives. In addition, most of the visitors managed the trip by themselves And mostly a day trip. In this study, the visitors perceived higher degree of recreation experience in "breath fresh air" and "open-minded", and more satisfied with "environment scenery and landscape" and "service quality". Moreover, there was a positive relationship between recreation experience and also a positive relationship between satisfaction and re-visit intension. The researcher suggested Poshin Ranch Farm managers to provide diverse recreation experiences to attract visitors and increase satisfaction. Second, the ranch farm could program special events and also expend marketing t segment to elders. For future study, using qualitative research method may finding more in-depth visitors’ information.
Lee, Hoffer. "A visitor experience scale: historic sites and museums." Thesis, 2013. http://hdl.handle.net/10012/7379.
Full textFan, Huai-min, and 范懷閔. "Teenagers Visitor Experience on National Taiwan Science Education Center." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80408932261711147012.
Full text南華大學
出版與文化事業管理研究所
98
The survey indicates that the teenagers are granted more time to get engaged in various leisure activities due to the weekend holidays. Thus, it is a key issue for museums to attract teenagers to visit them and create unique style to exert the source of juvenile visitors against the furious competition in a circumstance full of many leisure locations. This study aims to understand the utility and visit experience of teenagers on museums and thus proposes the advices to the possibilities concerning the exploration on juvenile market for museums in terms of research. The findings are concluded as follows. 1.The status quo of teenagers''impression and their visit behavior and experience on NTSEC The teenagers expressed that they knew NTSEC, had good impression, and felt it attractive and architecturally characteristic, so they were willing to visit it. The visit time is 10:01-11:00. Most teenagers come with peers and the group is 3-5 persons. The main motive is leisure and entertainment. The reason is the recommendation from classmates, teachers, relatives or parents. Most visiting for the first time stay about 4 hours. They are fond of random visit. As for the utility of indoor facilities, the low-utility items include MRT shuttle bus, exclusive narration, regular guide and performance, and indoor boutique. The ticket fare is affordable. The gain is the new knowledge acquisition. The reason for repeated visit is to increase the scientific knowledge whereas the reason for non-repeated visit is the contents failing to be attractive or the deficient special exhibitions or promotions. 2.The correlation of teenagers'' background and their impression on NTSEC There is correlation between the degree of understanding on NTSEC and attraction and age and education and between total impression and age. 3.The correlation of teenagers'' background and their visit in NTSEC There is correlation between the reason of visiting NTSEC and age and occupation, between the number of group and time to stay and age, education and occupation, between the motive, information and visit manner and transportation tool and age, between the frequency of visiting NTSEC and age, education and residential area. 4.The correlation of teenagers'' background and their visit experience on NTSEC There is difference regarding facility utility and satisfaction, total satisfaction after visit, propaganda for NTSEC, aspiration for repeated visit, perspective on fare and visit gain.
Gkatsou, Alexandra. "Enhancing the visitor experience in museums with Augmented Reality." Master's thesis, 2018. https://repositorio-aberto.up.pt/handle/10216/114275.
Full textPoll, MJ. "Visitor experience in the Tasmanian Wilderness World Heritage Area." Thesis, 2005. https://eprints.utas.edu.au/15875/1/Poll_whole_thesis.pdf.
Full textGkatsou, Alexandra. "Enhancing the visitor experience in museums with Augmented Reality." Dissertação, 2018. https://repositorio-aberto.up.pt/handle/10216/114275.
Full text(7027940), Kexin Guo. "Understanding Digital Museum Visitor Experience Based on Multisensory Cues." Thesis, 2019.
Find full textVisitors’ expectations of museums in the modern world consist of both utilitarian and hedonic aspects. Given visitors’ diverse expectations and demands, traditional museums have taken actions to attract more visitors. Taking advantage of new technologies is the current action and trend in the museum industry. The emergence of digital museums is the reflection of this tendency, which use digital technologies such as projectors, surrounded sound, ambient lights, and multisensory cues to present a virtual environment. In the virtual environment, emotional state and sense of presence are considered to be useful to provide a more engaging experience. Therefore, this research empirically investigated digital museum visitor experience perceptions and the influence of emotional state and sense of presence on experience perceptions. The different impact of multisensory cues on experience and the relative mediation effect were also examined.
Data were collected with a scenario-based online survey conducted through Amazon Mechanical Turk (MTurk). A split-sample approach with a total of 382 respondents was used for analysis. Exploratory factor analysis and confirmatory factor analysis were used to explore visitor experience perceptions of the digital museum. Structural equation modeling was used to discover the impact of emotional state and sense of presence. One-way analysis of variance was used to compare the difference in impact of multisensory cues on overall visitor experience. This research also employed the PROCESS macro in SPSS for demonstrating the mediating effect of emotional state and sense of presence through the impact of multisensory cues on overall visitor experience. The findings of this study revealed three experience perceptions—respectively, joviality, personal escapism, and localness experiences—of digital museums. Also, this research presented the positive effect of emotional state on joviality experience and negative effect of emotional state on localness experience. In addition, a notable positive impact of sense of presence on joviality, personal escapism, and localness experience perceptions was found. No significant effect of emotional state on personal escapism was found in this research. Moreover, visual and auditory cues together were confirmed as the most powerful indicator for triggering the greatest experience level. The impact was found to be valid due to the mediating role of emotional state and sense of presence.
This research contributed theoretically and practically to museum literature and experience research. Theoretical implications were discussed to indicate this research as the framework to measure digital museum visitor experience based on the proposed three-factor structure. Practical implications were provided for museum managers. Limitations and future research were discussed.