Journal articles on the topic 'Visitors' engagement'

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1

Popescu, Diana I. "The Potency of Design in Holocaust Exhibitions. A Case Study of The Imperial War Museum’s Holocaust Exhibition (2000)." Museum and Society 18, no. 2 (July 4, 2020): 218–42. http://dx.doi.org/10.29311/mas.v18i2.3357.

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Holocaust exhibitions are known for their unique iconography, often constructed by means of exhibition design. This article focuses on how visitors construct meaning based on display choices made by exhibitions designers. It presents insights from an audience research study which was conducted with young visitors of The Holocaust Exhibition at the Imperial War Museum in London. It addresses how design choices impact on the visitor’s engagement and understanding of the Holocaust Exhibition. By drawing on visitor comments, this article shows that design plays a significant role in shaping visitors’ understanding of the Holocaust, as well as their level of engagement, focus and emotional response. It further makes several practical suggestions, informed by visitor feedback, regarding the development of new Holocaust exhibition designs.
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Zhou, Xiaoli, Chengcai Tang, Xingyang Lv, and Bo Xing. "Visitor Engagement, Relationship Quality, and Environmentally Responsible Behavior." International Journal of Environmental Research and Public Health 17, no. 4 (February 12, 2020): 1151. http://dx.doi.org/10.3390/ijerph17041151.

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Visitor environmentally responsible behavior (ERB) is helpful for promoting the sustainable development of tourist destinations. Existing studies on visitor ERB tend to either focus on restraining visitors’ environmental misconducts or rely on visitors’ psychological factors. Based on the theory of engagement, this paper constructs a theoretical model to explain visitors’ self-conscious ERB. Visitor engagement with the destination is investigated as an independent variable which leads to the improvement of relationship quality and visitor ERB. Relationship quality is explored to mediate the impact of visitor engagement on ERB. In addition, the moderating role of environmental clue on the tested relationships is also examined. This study adopts partial least squares structural equation modeling (PLS-SEM) to investigate a total of 410 valid questionnaires. The results show that (1) visitor engagement with the destination positively affects visitor ERB; (2) relationship quality mediates the impact of visitor engagement on visitor ERB; (3) environmental clue plays a significant moderating role in the effects of engagement and relationship quality on visitor ERB. The study extends theoretical perspectives on visitor ERB and customer engagement, and provides managerially practical value to better understand visitors’ self-conscious ERB.
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Olya, Hossein, Timothy Hyungsoo Jung, Mandy Claudia Tom Dieck, and Kisang Ryu. "Engaging visitors of science festivals using augmented reality: asymmetrical modelling." International Journal of Contemporary Hospitality Management 32, no. 2 (January 27, 2020): 769–96. http://dx.doi.org/10.1108/ijchm-10-2018-0820.

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Purpose This paper aims to explore a complex combination of four realms of the experience economy in formulating memories and satisfaction among festival visitors by using augmented reality (AR), thus engaging visitors in the physical science experience. This study also identifies necessary conditions to achieve desired responses from visitors. Design/methodology/approach Asymmetrical modelling with fuzzy set qualitative comparative analysis (fsQCA) was used to investigate causal recipes of two configurations of the experience economy and evaluation of experience leading to both high and low scores from visitor engagement. Necessary condition analysis was applied to examine necessary predictors in visitor engagement. The proposed configuration model was tested by using data obtained from visitors to science festivals in the UK. Findings Five causal recipes explained the complex conditions in which visitors were more likely engaged in AR. Aesthetics, education, entertainment and satisfaction were necessary for high engagement among festival visitors. Research limitations/implications The results from fsQCA and analyses of necessary conditions help festival organizers improve visitor satisfaction and engagement in a memorable AR experience. Originality/value This empirical study deepens current festival understanding of how visitors experience AR by exploring combinations of complex configurations of the experience economy and evaluations of visitor experience based on memories and satisfaction. Unlike symmetrical approaches, asymmetrical modelling by using fsQCA can explore recipes for both high and low scores of visitor satisfaction and engagement. This is the first empirical study investigating necessary predictors of festival visitor behaviour.
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la Cuadra, Miguel Trigo-De, Natalia Vila-Lopez, and Asunción Hernandez-Fernández. "Could gamification improve visitors’ engagement?" International Journal of Tourism Cities 6, no. 2 (November 6, 2019): 317–34. http://dx.doi.org/10.1108/ijtc-07-2019-0100.

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Purpose The experiences are the basis of the tourist sector and the creation of unique and unforgettable ones allows the differentiation from the competition. The purpose of this paper is to analyze the effects of the experience when visiting a zoo on our emotions and how they influence our (positive and/or negative) behaviors and to investigate whether an innovation (gamification programs) could be used to intensify the relations proposed. Design/methodology/approach The authors collected the experiences lived by 242 visitors in BIOPARC Valencia (a zoological park). Two subsamples were identified: 166 insatiable tourists who expressed that the gamification would complete their experience, and 76 conventional tourists who indicated that the current experience did not need any kind of improvement. Findings The results show that some of the proposed relationships are more tenuous among the insatiable visitors, defenders of gamification, which allows the authors to verify the possibilities offered by gamification. Originality/value First, although the impact of experiential modules on emotions and behaviors has already been investigated, as far as behavioral effects are concerned, the difference between positive behaviors (loyalty) and negative behaviors (complaints and claims) has not been addressed. Second, the relationship between both types of behaviors (positive and negative) in this sector has not been studied to date. Finally, although the literature recognizes the impact of technology and its importance as an instrument of experiential marketing, its empirical exploration remains uninvestigated. Indeed, to date, the willingness of consumers to adopt gamified strategies to improve their tourism experiences has not been investigated.
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Davies, Naomi, Ellie Sowerby, and Bridget Johnson. "Assessing the Impacts of Engaging with a Touch Table on Safari Park Visitors." Journal of Zoological and Botanical Gardens 2, no. 3 (July 14, 2021): 370–81. http://dx.doi.org/10.3390/jzbg2030026.

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Modern zoos are increasingly viewed as educational facilities, with informal education programmes attempting to engage with visitors through a wide variety of methods. A ‘touch table’ consists of two collapsible tables which display a variety of artefacts to the public. This study investigated visitor engagement with touch tables alongside types of conversations being initiated by visitors. Covert observations recorded the type of groups visiting, their dwell time, perceived engagement level and the types of interactions and conversations they were initiating at the touch table. Dwell time was affected by the season, member of staff present, type of group visiting the touch table and engagement level of the group. Engagement level was also affected by group type. Longer average dwell time and higher engagement levels were displayed at a long-established touch table location, whereas more visitors engaged at the touch table when it was at a new location with predicted high footfall. Here, 68.3% of visitors initiated ‘surface level’ conversation, 27.2% initiated ‘deeper level’ conversation and 89.6% initiated ‘other’ conversation. This study resulted in touch table offerings being adapted to further increase their effectiveness as an informal education tool and to suggests ways in which touch tables can continue in a post COVID-19 world.
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Dudley, Lachlan. "‘I think I know a little bit about that anyway, so it’s okay’: Museum visitor strategies for disengaging with confronting mental health material." Museum and Society 15, no. 2 (July 12, 2017): 193–216. http://dx.doi.org/10.29311/mas.v15i2.839.

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Visitor engagement at museums is an area that has received significant attention from museum practitioners and academics over the last decade. However, very few studies have sought to understand how and why visitors may actively employ strategies to shut down attempts to elicit deep emotional engagement with museum material and messages. This paper looks at an exhibition in a major museum in Australia that discusses mental health and illness. It discusses the high rates of emotional disengagement that were found amongst 172 visitors who were faced with emotionally confronting material and argues that emotions enabled, as well as hindered, constructive, critical reflection amongst visitors.Key words: Mental-health, Museums, Engagement, Disengagement, Empathy
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Lundgren, Lisa, Kathryn Stofer, Betty Dunckel, Janice Krieger, Makenna Lange, and Vaughan James. "Panel-based exhibit using participatory design elements may motivate behavior change." Journal of Science Communication 18, no. 02 (February 5, 2019): A03. http://dx.doi.org/10.22323/2.18020203.

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Meaningful science engagement beyond one-way outreach is needed to encourage science-based decision making. This pilot study aimed to instigate dialogue and deliberation concerning climate change and public health. Feedback from science café participants was used to design a panel-based museum exhibit that asked visitors to make action plans concerning such issues. Using intercept interviews and visitor comment card data, we found that visitors developed general or highly individualistic action plans to address these issues. Results suggest that employing participatory design methods when developing controversial socio-scientific exhibits can aid engagement. We conclude by recommending participatory strategies for implementing two-way science communication.
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Pierdicca, Roberto, Manuel Marques-Pita, Marina Paolanti, and Eva Malinverni. "IoT and Engagement in the Ubiquitous Museum." Sensors 19, no. 6 (March 21, 2019): 1387. http://dx.doi.org/10.3390/s19061387.

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In increasingly hyper-connected societies, where individuals rely on short and fast online communications to consume information, museums face a significant survival challenge. Collaborations between scientists and museums suggest that the use of the technological framework known as Internet of Things (IoT) will be a key player in tackling this challenge. IoT can be used to gather and analyse visitor generated data, leading to data-driven insights that can fuel novel, adaptive and engaging museum experiences. We used an IoT implementation—a sensor network installed in the physical space of a museum—to look at how single visitors chose to enter and spend time in the different rooms of a curated exhibition. We collected a sparse, non-overlapping dataset of individual visits. Using various statistical analyses, we found that visitor attention span was very short. People visited five out of twenty rooms on average, and spent a median of two minutes in each room. However, the patterns of choice and time spent in rooms were not random. Indeed, they could be described in terms of a set of linearly separable visit patterns we obtained using principal component analysis. These results are encouraging for future interdisciplinary research that seeks to leverage IoT to get numerical proxies for people attention inside the museum, and use this information to fuel the next generation of possible museum interactions. Such interactions will based on rich, non-intrusive and diverse IoT driven conversation, dynamically tailored to visitors.
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Nubani, Linda, Alyssa Puryear, and Kristy Kellom. "Measuring the Effect of Visual Exposure and Saliency of Museum Exhibits on Visitors’ Level of Contact and Engagement." Behavioral Sciences 8, no. 11 (October 28, 2018): 100. http://dx.doi.org/10.3390/bs8110100.

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This paper examines visitors’ movement patterns at the Broad Museum designed by Zaha Hadid. Characterized with free, open, and generally unbound spaces, visitors explore a curated exhibition at their own pace, route, and agenda. Unlike most other public environments, a museum lends visitors greater choice and control, and does not hold the social or spatial expectations of other facility types that might subject the visitor’s path of travel. In this study, 72 visitors were observed. A space syntax-based visibility graph analysis (VGA) was then performed to compute the visibility exposure and the spatial position of each exhibit within the museum. Negative binomial regression was used to look at the effects of spatial variables on visitors’ wayfinding, contact, and engagement with the pieces. Results showed that both the amount of visibility area around each exhibit, and its spatial position measured using space syntax techniques explained why visitors established a contact with the piece and their wayfinding behavior. Interestingly, however, the saliency of exhibits along with spatial variables were both strong predictors for why people arriving in groups split to engage with that particular exhibit. The simulation used in this study could be useful in curatorial decisions.
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Perdue, Bonnie M., and Bailea Robinson. "Does Exposure to Animal Cognition Research Influence the Zoo Visitor Experience?" Animal Behavior and Cognition 8, no. 4 (November 1, 2021): 601–18. http://dx.doi.org/10.26451/abc.08.04.11.2021.

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Zoos average about 183 million visitors per year, which makes them a major source for educating the public due to the diverse and wide-ranging demographic that visit. Zoos are increasingly a source of scientific research in a variety of subfields, including animal cognition, although much of this research takes place behind the scenes. Bringing this research to the public perspective has the potential to increase engagement of zoo visitors. However, it is not always possible to show live research, but videos have been found to be an effective educational approach in other domains. Here, we presented a brief video illustrating cognitive research involving sun bears at Zoo Atlanta to determine the potential effect on visitors. We measured several aspects of visitor behavior (stay time and actual behaviors in the exhibit), attitudes (towards both animal research and educational technology), and knowledge gained at the exhibit. We also presented a control video that focused on sun bear enrichment to tease out whether potential effects on visitors were related to the research focus of the video, or merely an effect of a video playing in the exhibit space. Visitor behavior, attitudes, and knowledge were determined by observing a randomly selected visitor’s behavior throughout their time in the exhibit space, and then requesting completion of a survey when they exited the exhibit (N = 148). We compared various aspects of behavior, attitudes, and knowledge across the Scientific Video, Enrichment Video, and No Video conditions. There were no differences between the Scientific Video and the Enrichment Video conditions; however, some differences were found between visitors who experienced a video during their visit (scientific or enrichment video) versus those who did not. Attitudes towards technology in the exhibit space were generally positive. There was also a significant correlation between visitor stay time (overall time spent in the exhibit space) and knowledge gained. Visitors learning about research in zoos remains important, but it is unclear if a video is a sufficient means to share that information.
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Douglas, David, Gary Ellis, and Andrew Lacanienta. "Increasing Visitor Engagement during Interpretive Walking Tours." Journal of Interpretation Research 23, no. 2 (November 2018): 31–48. http://dx.doi.org/10.1177/109258721802300203.

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This study examined the effect of living-history interpretation (i.e., first-person, third-person, no living history) and question type (i.e., relevant, dissonant, customary) on engagement of visitors during walking tours at a heritage site. One hundred seventy-six visitors participated in the study. Visitors completed a measure of engagement immediately following each of six stops during the walking tour. A measure of guest familiarity of the context of the site was also taken. Results from linear mixed-modeling revealed a three-factor interaction effect, familiarity by question type by living-history interpretation. Engagement of visitors is impacted by guest familiarity with the context, the living-history interpretation type, and the question type posed. Results might guide interpretation professionals in customizing interpretation experiences to stage more engaging interpretation experiences.
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Hanlon, Corinne. "Synthetic Biology Public Engagement." Biochemist 40, no. 4 (August 1, 2018): 30–31. http://dx.doi.org/10.1042/bio04004030.

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Light, Ben, Gaynor Bagnall, Garry Crawford, and Victoria Gosling. "The material role of digital media in connecting with, within and beyond museums." Convergence: The International Journal of Research into New Media Technologies 24, no. 4 (November 23, 2016): 407–23. http://dx.doi.org/10.1177/1354856516678587.

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The connective potentials of digital media have been positioned as a key part of a contemporary museum visitor experience. Using a sociology of translation, we construct a network of visitor experiences using data from a digital media engagement project at a large and multi-sited museum in the United Kingdom. These experiences relate to (dis)connections with the museum, museum objects and other visitors. Through this analysis, we disclose the often contradictory roles of the non-human, including and going beyond the digital, as contributors to the success and failure of attempts to change museum visitor experiences through engagement activities rooted in narratives of participation and connectivity.
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Johansen, Anja. "Imagining the Brain, Engaging the Body: Designing Visitor Engagement in Science Exhibition Experiments with Art." Museum and Society 20, no. 2 (November 1, 2022): 153–71. http://dx.doi.org/10.29311/mas.v20i2.3522.

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Science museums have increasingly experimented with bringing art into their exhibitions to attract and engage visitors. While the prevalence and popularity of such experiments is growing, research on the rationales for collaboration and their outcomes, as well as the challenges involved, remains scarce. This paper analyzes and discusses how art is used as part of engaging visitors in two contrasting exhibitions about the brain and neuroscience: one using art as illustration of ready-made science, the other inviting artists as co-curators in evoking a feeling of science in the making. Drawing on models of public engagement and art-science collaboration, it discusses how notions of science communication and visitor engagement are imagined and enacted in the two exhibitions, and how they relate to different ‘logics’, or rationales, of interdisciplinary collaboration.
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Bryce, Derek, Ross Curran, Kevin O'Gorman, and Babak Taheri. "Visitors' engagement and authenticity: Japanese heritage consumption." Tourism Management 46 (February 2015): 571–81. http://dx.doi.org/10.1016/j.tourman.2014.08.012.

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Wiens, Kathleen. "Popular Music as an Interpretive Device for Creating Meaningful Visitor Experience in Music Museums." Ethnologies 37, no. 1 (May 3, 2017): 133–51. http://dx.doi.org/10.7202/1039659ar.

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This article looks at modes of visitor engagement in a music museum setting. As curator for a gallery and collection of European music, I am tasked with representing musical cultures in Europe according to geo-political entity, community group, and genre. I present a case study in which popular music served to connect visitors with display content by instigating interest and creating a sense of personal context for the visitor. By presenting visitors with audio-visual content that was meaningful to them I was able to increase visit length to specific displays. In these cases, I used popular music as a didactic tool to guide visitors towards critical understandings of culture. It allowed me to simply and effectively represent nuances of musical behaviour and concepts of locality, innovation, and fluidity. Findings of the project stimulated thoughts and questions regarding the purposes and methods of representation within musical instruments museum display spaces.
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Ahdab Najib Hijazi and Ahmad Hanif Ahmad Baharin. "The Effectiveness of Digital Technologies Used for the Visitor’s Experience in Digital Museums. A Systematic Literature Review from the Last Two Decades." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 16 (August 31, 2022): 142–59. http://dx.doi.org/10.3991/ijim.v16i16.31811.

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The rapid advancement of technology has created a vibrant digital museum services and solutions industry. There is a drive for museums to overcome interaction and engagement issues, therefore providing a favorable atmosphere for a digital heritage economy. The research objectives of this paper are the recognition of the digital technologies used for the growth of digital museums. The study used the PRISMA statement 2020 to investigate the powerful technologies applied to the digital museum to develop the visitor’s experience. The final 46 articles included for the investigation and VOS software and key occurrence terms find the major classification themes of the literature. The digital museums, visitors' experiences, and digital technologies. The study's findings indicated that digital technologies significantly impact visitors' experience and interest after digital technologies like AR and VR development. In addition, many new inclusions of digital technologies like Personalization / Wearable Devices, Gesture Technology / Non-touch Interactives, Mobile Technologies, Indoor GPS tracking systems, Artificial Intelligence, Flexible Technology Exhibit Platforms, Virtual Touring, and clouding are also enhancing the visitor's experience in museums.
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Moss, Andrew, Maggie Esson, and David Francis. "Evaluation of a Third-Generation Zoo Exhibit in Relation to Visitor Behavior and Interpretation Use." Journal of Interpretation Research 15, no. 2 (November 2010): 11–28. http://dx.doi.org/10.1177/109258721001500203.

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This study, conducted over a four-year period at Chester Zoo in the UK, sought to evaluate the impact on visitor behavior and interpretation use that a transition from second- to third-generation zoo exhibit might affect. Visitors spent more time in the newer exhibit (even when allowing for relative floor area) and visitor time budgets suggest a high degree of visitor interaction with different exhibit elements. Specific interpretive elements were analyzed in detail, using quasi-quantitative methods in addition to more standard timing and tracking measures. From this, a proportional relationship between time and visitor engagement is proposed. Areas that were highlighted as under-performing during evaluation were retrofitted with simple, but highly visible, instructional signage and this was found to increase the proportion of visitors that stopped, and how long they stopped in a significant way.
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Baker, Esraa Jaffar, Juliana Aida Abu Bakar, and Abdul Nasir Zulkifli. "A Conceptual Model of Mobile Augmented Reality for Hearing Impaired Museum Visitors’ Engagement." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 17 (October 13, 2020): 79. http://dx.doi.org/10.3991/ijim.v14i17.16649.

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Many studies have begun to consider how to ensure a pleasant experience during visits to cultural heritage sites and museums. Although, when considering the populace of the visitors to these sites, the hearing impaired (HI) visitors which made up of a smaller percentage, have not been in the literature limelight as much as the normal hearing visitors. Thus, the hearing impaired tends to endure certain unpalatable experiences leading to dissatisfaction of their visits. Literature has shown that Mobile Augmented Reality (MAR) can improve the experiences of visitors to the museum in terms of engagement, enjoyment and learning. This is evident in a number of articles tailored towards normal hearing visitors. However, a recent study has taken into consideration the hearing impaired visitors by identifying the engagement elements of MAR for the HI museum visitors. The identified elements include; aesthetics, interaction, interest, usability, satisfaction, motivation, curiosity, enjoyment, perceived control, self-efficacy, and focused attention. This article thus takes a step further by introducing the MAR for the HI museum visitors’ engagement (MARHIME) conceptual model. These elements are derived from a review of literature which has been done comprehensively and are validated by a panel of experts. Altogether eleven elements went through the expert review process and only six elements were validated to be used for the construction of the MARHIME model. This article also further grounds the justification of these selected six elements in relation to engagement. Future work will include the development of the MARHIME prototype which will be used to validate the model among the hearing impaired visitors at a museum.
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Esraa Jaffar Baker, Juliana Aida Abu Bakar, and Abdul Nasir Zulkifli. "Evaluation of Mobile Augmented Reality Hearing-Impaired Museum Visitors Engagement Instrument." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 12 (June 21, 2022): 114–26. http://dx.doi.org/10.3991/ijim.v16i12.30513.

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Mobile Augmented Reality has come a long way since its inception as a multimedia system during the last few decades. From the concept of an Augmented Reality experience to actual smartphone applications, it has come a long way. Researchers have chosen to leverage the concept of engagement in the construction of Mobile Augmented Reality applications in order to boost museum visitors' engagement and provide a more effective learning environment. The majority of Mobile Augmented Reality applications, on the other hand, were designed with normal hearing visitors in mind, while hearing-impaired visitors are given less attention. Those with hearing difficulties have an unfavourable experience as a result of this, and are unsatisfied with their visit. The elements of Mobile Augmented Reality aimed at engaging hearing-impaired museum visitors are determined in this study. The next step was to construct a conceptual model, which was then validated through an expert review. In investigating any flaws of the instrument among hearing-impaired museum visitors, a pilot study was conducted to improve the items and determine their level of reliability. Participants in the study were hearing-impaired who visited one of Iraq's ancient museums. This study will focus on evaluating the prototype to see how effective it is at engaging hearing-impaired museum visitors in the near future.
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Wang, Wenrui. "The Ways that Digital Technologies InformVisitor’s Engagement with Heritage Sites: Informal Learning in the Digital Era." 14th GCBSS Proceeding 2022 14, no. 2 (December 28, 2022): 1. http://dx.doi.org/10.35609/gcbssproceeding.2022.2(1).

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Heritage sites are typical informal learning spaces, which play significant roles in promoting the cultural and historical knowledge to the visitors (Wenger, 1999). Visitor's engagement with heritage sites is a traditional view to explore the informal learning spaces in the cultural sector (Budge & Burness, 2018). Informal learning within heritage sites, however, has been informed and changed by the digitization and virtualization in the cultural sector (King, Stark & Cooke, 2016). But this generates new research interests to establish links between the traditional and the digital cultural studies (eg. Turkle, 2013; Bland, 2014; Fitzgerald, 2015). This paper discussed several cases to show how digital technologies inform visitor's engagement with heritage sites. In this way, this paper also explores the informal learning in the digital era. Keywords: Engagement, informal learning, digital heritage sites, digital technologies in cultural sector.
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Burdelski, Matthew, Michie Kawashima, and Keiichi Yamazaki. "Storytelling in guided tours." Narrative Inquiry 24, no. 2 (November 24, 2014): 328–46. http://dx.doi.org/10.1075/ni.24.2.08bur.

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This article examines storytelling (narratives) in interaction at a Japanese American museum. The analysis draws upon audiovisual recordings of tours led by older, male Japanese American docents. It examines ways docents tell stories — primarily of vicarious experience — in educating visitors on Japanese-American history, and ways they use a range of verbal and non-verbal communicative practices that invite visitors’ engagement in the telling as a social and sense-making activity. We categorize two types of communicative practices: elicited and non-elicited. Elicited practices include (1) interrogative and polar questions, which are further divided into (a) known and (b) unknown information questions, and (2) other-repetition + list intonation. Non-elicited practices include affective talk and gestures in recounting past events. We show ways that visitor engagement varies in relation to elicited and non-elicited practices. Finally, we discuss storytelling as a vehicle for displaying and positioning the self and others in relation to stance and identity, and in working towards the goals of the museum.
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Siu, Noel Yee Man, Tracy Junfeng Zhang, and Ho Yan Kwan. "Reference effects and customer engagement in a museum visit." International Journal of Contemporary Hospitality Management 34, no. 2 (November 17, 2021): 482–508. http://dx.doi.org/10.1108/ijchm-02-2021-0208.

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Purpose By extending the expectancy-disconfirmation theory and integrating the elaboration likelihood model, this study aims to explore the reference effects (i.e. disconfirmation and self-identity) and customer engagement that affect customer experience on satisfaction with a museum visit. The study is designed to test a dual-mediator mechanism involving disconfirmation and self-identity. The moderating role of cognitive, affective or behavioral engagements is also examined with the overall purpose to advance the understanding of customer experience in cultural consumption such as museum visits. Design/methodology/approach A self-administered field survey in two stages was carried out on visitors to the Hong Kong Museum of Art. A total of 465 valid response sets were used for analysis. Hypotheses were tested using confirmatory factor analysis, three-step mediation test, structural equation modeling and moderation regressions. Findings Disconfirmation and self-identity are found to be dual mediators in the experience–satisfaction relationship. Cognitive engagement reduces the effect of knowledge experience on disconfirmation and self-identity but increases that of the entertainment experience on disconfirmation and self-identity. Affective engagement amplifies the effect of knowledge experience on self-identity but mitigates the importance of entertainment evaluations. Practical implications Findings highlight the importance of both perceived knowledge and entertainment experiences in visitors’ evaluation of a cultural experience. Managers are suggested to craft promotional messages with the psychological appeal that connects visitors with museum services. Appropriate engagement tactics for museums can be developed to avoid overloading visitors with information. Originality/value Previous studies treat disconfirmation as the dominant reference effect in the formation of customer satisfaction. This study shows both disconfirmation and self-identity as dual reference effects that link the customer experience to satisfaction in the museum context, serving as a pioneer in defining how the influence of experience on reference effects varies depending on how customers are cognitively and affectively engaged in such context.
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AL-AZZAM, Mu’ath Hesham, Ahmad Edwin MOHAMED, and Lim Khong CHIU. "THE INFLUENCE OF MEMORABLE FESTIVAL EXPERIENCES ON ARAB VISITORS’ REVISIT INTENTION TO THE JERASH FESTIVAL OF CULTURE AND ARTS (JFCA) IN JORDAN." GeoJournal of Tourism and Geosites 44, no. 4 (December 30, 2022): 1359–68. http://dx.doi.org/10.30892/gtg.44422-954.

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The main objective of this study is to investigate the influence of memorable festival experiences (MFEs) on revisit intention from the perspective of Arab visitors in the context of the Jerash Festival of Culture and Arts (JFCA) in Jordan. The quantitative research method was used in the research. Questionnaires were used to collect the data. Partial Least Square-Structural Equation Modelling (PLS-SEM) was used in the data analysis to test the research hypothesis. The study found that MFEs influence Arab visitors’ revisit intention. It also confirmed the validity of Event Experience Scale (EES) that constitutes four dimensions: affective engagement, cognitive engagement, physical engagement, and experiencing novelty, in the context of Arab visitors. Theoretical and managerial implications are discussed. Theoretically, the study provides insight into the influence of MFEs on Arab visitors’ revisit intentions. It also evaluates the reliability and validity of EES for the first time in the context of Arab cultural festivals. Practically, the study paved the way for JFCA organisers, planners, managers, and marketers to plan, develop, and market useful festival tourism strategies. It is also envisaged that the information obtained in this study will help promote the enhancement of visitors’ experiences at JFCA to attract and retain more visitors in the globally competitive event industry.
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Humphries, Heatha, and Mary Nolan. "Evaluation of a brief intervention to assist health visitors and community practitioners to engage with fathers as part of the healthy child initiative." Primary Health Care Research & Development 16, no. 04 (February 4, 2015): 367–76. http://dx.doi.org/10.1017/s1463423615000031.

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AimsTo improve engagement of Health Visitors and Community Practitioners delivering the Healthy Child Programme with fathers. To evaluate a one-day, father-focused workshop with a supporting handbook for Practitioners. To identify institutional and organisational barriers to engagement with fathers.BackgroundThe UK government policy encourages health professionals to engage with fathers. This derives from robust evidence that fathers’ early involvement with their children impacts positively on emotional, behavioural and educational development. Yet, there is little evidence that the importance of engaging fathers is reflected in Health Visitor training or that primary-care services are wholly embracing father-inclusive practice. The Fatherhood Institute (FI), a UK charity, has developed a workshop for Practitioners delivering the Healthy Child Programme.MethodA ‘before and after’ evaluation study, comprising a survey followed by telephone interviews, evaluated the impact of the FI workshop on Health Visitors’ and Community Practitioners’ knowledge, attitudes and behaviour in practice. A total of 134 Health Visitors and Community Practitioners from eight NHS Trusts in England attended the workshop from November 2011 to January 2014 at 12 sites. A specially constructed survey, incorporating a validated questionnaire, was administered before the workshop, immediately afterwards and three months later. Telephone interviews further explored participants’ responses.FindingsAnalysis of the questionnaire data showed that the workshop and handbook improved participants’ knowledge, attitudes and behaviour in practice. This was sustained over a three-month period. In telephone interviews, most participants said that the workshop had raised their awareness of engaging fathers and offered them helpful strategies. However, they also spoke of barriers to engagement with fathers. NHS Trusts need to review the training and education of Health Visitors and Community Practitioners and take a more strategic approach towards father-inclusive practice and extend services to meet the needs of fathers.
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Taraoktavia, Viyo Tri, and Tias Andarini Indarwati. "Pengaruh Experiential Marketing dan Zoo Image terhadap Revisit Intention dengan Experiential Satisfaction sebagai Variabel Intervening." Jurnal Ilmu Manajemen 9, no. 3 (July 12, 2021): 940–53. http://dx.doi.org/10.26740/jim.v9n3.p940-953.

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The sustainability of a tourist attraction is reflected by the experiential satisfaction of visitors to tourism objects. One of the influencing factors is to create engaging experiential marketing and make an impression on the visitor's mind and the image attached to the company. Experiencing engaging experiential marketing and a good image from the company makes visitors feel experiential satisfaction and revisit intention. This study aims to determine the effect of experiential marketing and zoo image on revisit intention with experiential satisfaction as an intervening variable. This study used 200 samples with a non-probability sampling technique using the purposive sampling method. Data were collected using an online questionnaire. The analytical tool in this research is path analysis using AMOS and IBM SPSS. Based on the study results, experiential marketing positively affects experiential satisfaction and revisit intention directly, unlike the zoo image, which positively affects experiential satisfaction but not revisit intention. As a suggestion, Surabaya Zoo can improve visitors' image, such as improving the services provided and adding engaging experiential marketing to attract visitors' engagement again in the future.
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Kato-Nitta, Naoko, Tadahiko Maeda, Kensuke Iwahashi, and Masashi Tachikawa. "Understanding the public, the visitors, and the participants in science communication activities." Public Understanding of Science 27, no. 7 (August 4, 2017): 857–75. http://dx.doi.org/10.1177/0963662517723258.

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Despite the promotion of public engagement in science, there has been little empirical research on the sociocultural and attitudinal characteristics of participants in science communication activities and the extent to which such individuals are representative of the general population. We statistically investigated the distinctiveness of visitors to a scientific research institution by contrasting samples from visitor surveys and nationally representative surveys. The visitors had more cultural capital (science and technology/art and literature) and believed more in the value of science than the general public, but there was no difference regarding assessment of the levels of national science or of the national economy. A deeper examination of the variations in the visitors’ exhibit-viewing behaviors revealed that individuals with more scientific and technical cultural capital viewed more exhibits and stayed longer at the events. This trend in exhibit-viewing behaviors remained consistent among the different questionnaire items and smart-card records.
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Carvalho, Mariana, Elisabeth Kastenholz, and Maria João Carneiro. "Interaction as a Central Element of Co-Creative Wine Tourism Experiences—Evidence from Bairrada, a Portuguese Wine-Producing Region." Sustainability 13, no. 16 (August 20, 2021): 9374. http://dx.doi.org/10.3390/su13169374.

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Wine tourism experiences promote not only rural territories’ distinctive wine and food products, but also their local identity, natural and cultural resources and historical features that add value and uniqueness to tourist experiences. The new experience paradigm applied to tourism invites stakeholders to rethink how and why tourists travel and live their experiences on holidays. Interaction and engagement are components of co-creation, stressing the central role of visitors sharing value creation with other destination stakeholders. The present qualitative study uses discourses from 22 semi-structured in-depth interviews with visitors to Portugal’s Bairrada wine region. Content analysis, carried out with QRS Nvivo 12, shows that interaction enhances wine and food experiences in several contexts. Storytelling seems to contribute to value creation, with stories co-created between winemakers or other destination stakeholders and visitors. Apart from this social interaction, visitors’ physical interaction with natural and cultural destination features is also revealed as a crucial part of wine tourism experiences. Study results suggest the importance of DMOs, facilitating co-creation experiences in wine regions, contributing to visitor satisfaction and loyalty.
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Lacy, Robyn Sarah. "Public Engagement through Burial Landscapes: Cupids and Ferryland, Newfoundland." AP: Online Journal in Public Archaeology 8, no. 2 (October 12, 2018): 55. http://dx.doi.org/10.23914/ap.v8i2.146.

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British occupation of Newfoundland dates to the early 1600s with the founding of settlements such as Cupids and Ferryland. While records of deaths exist at both colonies, their seventeenth-century burial grounds have not been located. Historic burial grounds in Newfoundland come with certain characteristic features: surviving gravestones in a rocky landscape, views of the ocean, and often a large cross on top of a hill. Though not visible at the sites in question, these ‘lost’ burial landscapes can be employed as an engagement tool by archaeologists. By exploring a ‘lost’ burial landscape with visitors, a dialogue is opened to speculate where the settlers were buried and why. While indirect, discussing these themes with visitors provokes thought on historic vs. modern burial practices and acknowledges the seventeenth-century dead within the context of the modern landscape. This article aims to explore the use of burial landscapes to engage visitors in a conversation about early colonial history, but also about mortality in both historic and modern contexts.
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Moura, Hudson. "Political Engagement in Carne y Arena by Alejandro González Iñárritu." Interactive Film & Media Journal 2, no. 3 (June 23, 2022): 56–75. http://dx.doi.org/10.32920/ifmj.v2i3.1635.

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Created by Mexican awarded director Alejandro González Iñárritu, Carne y Arena is an immersive mixed-reality installation that allows visitors to experience traumatic and violent incidents with illegal immigrants crossing the Mexican–US border. Carne y Arena’s mixed reality combines VR experience with physical components, turning it into a multisensory, bodily immersive experience. As part of the art installation, the whole VR arena is surrounded by the remains of a wall’s border; while inside, actual immigrants’ clothes and objects are also exhibited. Another component is the documentary aspect, where real-life characters recount their stories through video testimonies. Iñárritu immerses and makes the visitors experience refugees’ stories first-hand while exploring their emotional reactions to traumatic realities through a spiral of corporeal sensations and entertainment spectacle. According to Iñárritu, the intent is to subordinate technology to the human condition. Technology does mean nothing unless it can reveal or denounce people’s situations. Therefore, technology must be subordinated to humans, humanity, and art. “I despise technology,” says the filmmaker. But, has film lost the power to engage the viewers emotionally? Can virtual reality simulate refugees’ dispossession (the sense of the self) and alleviate society’s consciousness? In this paper, I examine the role of a museum installation featuring refugees’ discourses; the VR technology in bringing forward the visitor’s social engagement; and the issues the filmmaker address, such as the refugee’s experience in contemporary global society.
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Agu, Ngozichukwuka, Dogeli Rojas, Tara Foti, Pamela C. Birriel, Jennifer Delva, Temitope Bello, Vanessa Sharon, Shruti Kaushik, and Jennifer Marshall. "A Novel Application of Photovoice in a Statewide Home Visiting Evaluation." American Journal of Evaluation 42, no. 3 (March 4, 2021): 415–27. http://dx.doi.org/10.1177/1098214020987307.

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Photovoice is an empowering, qualitative, community-based participatory research method that engages participants to take photographs and reflect on their meanings. We employed a novel application of a Photovoice-inspired methodology to evaluate perinatal home visiting services. This article describes the feasibility and utility of remote implementation of a Photovoice-inspired project in one state’s federally funded Maternal, Infant, and Early Childhood Home Visiting Initiative. The initial project aimed to identify aspects of parenting roles/identities, goals, and home visitor–client relationship that can be leveraged to improve program engagement and retention. Training materials were sent to home visitors who acted as liaisons with parents. Reflective interviews about this photo-elicitation method conducted with parents, home visitors, and the evaluators following the project revealed that informational materials were beneficial to understanding the process. Home visitors were noted as gatekeepers and key motivators. Trainings, flexibility, timely communication, and logistics should be considered when remotely implementing Photovoice.
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Bhandari, Harveen. "Religious Tourism and Visitor Perception: A Case Study Analysis." ECS Transactions 107, no. 1 (April 24, 2022): 6335–42. http://dx.doi.org/10.1149/10701.6335ecst.

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Religious tourism is a popular and significant form of tourism that attracts people all over the world and across all religions. These religious heritage sites have different stakeholders and the success of this tourism lies in its stakeholder’s engagement and motivation to manage such religious heritage sites. The current study assesses the perception of different typologies of visitors who visit a religious heritage site in India to deduce significant findings that will enrich visitor spiritual experience. A mix of qualitative and quantitative methods was used for this research. The study concludes that the visitors are the key stakeholders and therefore their spiritual experience is of prime concern while managing religious heritage sites and devising measures to boost tourism at these religious sites.
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Reed, Kathleen. "Users Engage More with Interface than Materials at Welsh Newspapers Online Website." Evidence Based Library and Information Practice 11, no. 3 (September 26, 2016): 91. http://dx.doi.org/10.18438/b8w34c.

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A Review of: Gooding, P. (2016). Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis. Journal of Documentation, 72(2), 232-246. doi:10.1108/JD-10-2014-0149 Objective – This study has two specific objectives: to learn about the behaviours of visitors to the Welsh Newspapers Online (WNO) website, and to explore how the identified behaviours are different from those common to information-seeking in a physical archive. Design – Analysis of Google Analytics and web server content logs. Setting – Welsh Newspapers Online website: http://newspapers.library.wales Subjects – WNO had 19,805 unique visitors from 12 March 2013 to 30 June 2013, who made 52,767 visits to the site. Methods – Gooding accessed the WNO Google Analytics account, which provided visitor numbers, user engagement by page visit and visit duration, bounce rate, and mobile and social media usage. Using anonymized processed content logs provided by the National Library of Wales, he then explored searches undertaken by users on the website; instances where users browsed, filtered, or otherwise interacted with search results; and instances where users viewed content. Main Results – Google Analytics statistics showed users of WNO demonstrate behaviour that is “deeper and more sustained than general web browsing” (p. 237). The number of visitors who only viewed one page and then left the site (bounce rate) was low, while page views and time spent on the site were higher than considered standard on general websites. Mobile users made up 11% of visits, although on average they viewed fewer pages and stayed for less time than non-mobile users. Screen size was directly correlated to the level of engagement. There were 9% of visitors referred via social media, but generally showed a low engagement rate similar to that of mobile users; the exception was users who were directed to WNO via blogging platforms. Web log analysis showed visitors most frequently accessed newspapers from the 1840s and 1850s. They viewed the title page much more frequently than any other page in the newspapers, likely reflecting that the title page is default when users access a paper via browsing. A correlation between time spent on the site and searching versus engaging with content was found: the longer a visitor was on WNO, the less time they spent searching, and the more time spent engaging with content. Still, as Gooding reports, “over half of all pageviews are dedicated to interacting with the web interface rather than the historical sources” (p. 240). Conclusion – WNO visitors spend more of their time interacting with the site’s interface than with digitized content, making it important that interface design be a high priority when designing online archives. Gooding concludes that despite a focus on interface, visitors are still engaged in a research process similar to that found in an offline archive and that “a differently remediated experience is not necessarily any less rich” (p. 242).
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Zhang, Tingting, Can Lu, Edwin Torres, and Po-Ju Chen. "Engaging customers in value co-creation or co-destruction online." Journal of Services Marketing 32, no. 1 (February 12, 2018): 57–69. http://dx.doi.org/10.1108/jsm-01-2017-0027.

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Purpose This paper aims to develop a theoretical model to understand co-creation/co-destruction of value through customer engagement in online channels. It also investigates the contributing factors. Design/methodology/approach The qualitative approach uses the critical incidents technique to answer the research questions. The authors identify 350 critical incidents in which customers expressed online customer engagement-induced value co-creation or co-destruction experiences. The factors and resulting propositions are identified through data analysis. Data coding and analysis are facilitated by using MAXQDA 12. Findings Co-creation through positively valenced engagement behaviors may occur when customers are delighted, feel valued, experience reciprocity, receive organizational incentives, are solicited for feedback, can count on service recovery efforts and interact with helpful, empathetic, polite and responsive employees. Co-destruction through negatively valenced engagement behaviors emerges from rude employee behaviors, indifference, confrontation with company representatives, technological failure, the lack of complaint outlets and customers’ desire for revenge. Practical implications Selecting and training employees to be helpful, polite, responsive and empathetic toward online visitors can trigger co-creation. Communication between firms and customers should boost customer approval and delight. Organizations can offer incentives, reliable service delivery and a recovery design to stimulate visitor participation. Soliciting feedback requires sound technological support and direct communication links with visitors. Originality/value This study presents the conditions and framework contributing to the duality of customer engagement-induced co-creation and co-destruction values in online channels from the customer, organizational, employee, service design and technological perspectives. It also addresses how value is co-created or co-destructed through examples.
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Burns, Karen E. A., Leena Rizvi, Anna Charteris, Samuel Laskey, Saima B. Bhatti, Kamalprit Chokar, and Karen L. M. Choong. "Characterizing Citizens’ Preferences for Engagement in Patient Care and Research in Adult and Pediatric Intensive Care Units." Journal of Intensive Care Medicine 35, no. 2 (September 13, 2017): 170–78. http://dx.doi.org/10.1177/0885066617729127.

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Rationale: Engagement promotes and supports the active participation of patients and families in health care and research to strengthen their influence on decision-making. We sought to characterize how citizens wish to be engaged in care and research in the intensive care unit (ICU). Methods: Interviewers administered questionnaires to visitors in 3 adult ICUs and 1 pediatric ICU. Results: We surveyed 202 (adult [n = 130] and pediatric [n = 72]) visitors. Adults and pediatric visitors prioritized 3 patient care topics (family involvement in rounds, improving communication between family members and health-care providers, and information transmission between health-care practitioners during patient transfers) and 2 research topics (evaluating prevention and recovery from critical illness). Preferred engagement activities included sharing personal experiences, identifying important topics and outcomes, and finding ways to make changes that respected their needs. Both respondent groups preferred to participate by completing electronic surveys or comment cards and answering questions on a website. Few respondents (<5%) wanted to participate in committees that met regularly. Although adult and pediatric respondents identified common facilitators and barriers to participation, they ranked them differently. Although both groups perceived engagement to be highly important, adult respondents were significantly less confident that their participation would impact care (7.6 ± 2.2 vs 8.3 ± 1.8; P = .01) and research (7.3 ± 2.4 vs 8.2 ± 2.0; P = .01) and were significantly less willing to participate in care (5.6 ± 2.9 vs 6.7 ± 3.0; P = .007) and research (4.7 ± 3.0 vs ± 5.8 ± 3.0; P = .02). Conclusions: Adult and pediatric visitors expressed comparable engagement preferences, identified similar facilitators and barriers, and rated engagement highly. Adult visitors were significantly less confident that their participation would be impactful and were significantly less willing to engage in care and research.
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Triana, Rinanda, Nurdin Hidayah, and Daeng Noerdjamal. "RANCANGAN PENGELOLAAN SOCIAL MEDIA MARKETING ENGAGEMENT." Jurnal IPTA 9, no. 1 (July 19, 2021): 188. http://dx.doi.org/10.24843/ipta.2021.v09.i01.p19.

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This research intends to designed the engagement management of facebook and instagram of Management Unit of Jakarta Historical Museums formed by 3 major elements in managing social media interactions namely creator-related features, contextual features, and content features. This study used kualitatif method with descriptive approach by conducting interviews with companies and visitors, also observation on their social media. Which the results be analyzed using the Miles and Huberman analysis model and tested the validity of the data using source triangulation technique. The results of this research show that Management Unit of Jakarta Historical Museums has operator division in managing their social media consisting of coordinator and three admins, but there is no classification of admin’s job description in managing their social media. From both social media, the interaction that exists on facebook and instagram is still not optimal can be seen from the average number of likes and comment that has not shown a significant number. Interesting content for visitors is informative, provide detailed information, the right composition and layout, and use filters that are not excessive.
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Pietro, Laura Di, Roberta Guglielmetti Mugion, Gabriella Arcese, and Giovanni Mattia. "Cultural visitors' engagement and augmented reality: an empirical investigation." International Journal of Environmental Policy and Decision Making 2, no. 2 (2017): 125. http://dx.doi.org/10.1504/ijepdm.2017.083920.

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Mattia, Giovanni, Roberta Guglielmetti Mugion, Laura Di Pietro, and Gabriella Arcese. "Cultural visitors' engagement and augmented reality: an empirical investigation." International Journal of Environmental Policy and Decision Making 2, no. 2 (2017): 125. http://dx.doi.org/10.1504/ijepdm.2017.10004243.

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Jun, Soojin, and Hyun-Kyung Lee. "Dialogue and carnival: understanding visitors' engagement in design museums." Digital Creativity 25, no. 3 (May 20, 2014): 247–54. http://dx.doi.org/10.1080/14626268.2014.904369.

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Höst, Gunnar, Konrad Schönborn, Henry Fröcklin, and Lena Tibell. "What Biological Visualizations Do Science Center Visitors Prefer in an Interactive Touch Table?" Education Sciences 8, no. 4 (October 6, 2018): 166. http://dx.doi.org/10.3390/educsci8040166.

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Hands-on digital interactivity in science centers provides new communicative opportunities. The Microcosmos multi-touch table allows visitors to interact with 64 image “cards” of (sub)microscopic biological structures and processes embedded across seven theme categories. This study presents the integration of biological content, interactive features and logging capabilities into the table, and analyses visitors’ usage and preferences. Data logging recorded 2,070,350 events including activated category, selected card, and various finger-based gestures. Visitors interacted with all cards during 858 sessions (96 s on average). Finger movements covered an average accumulated distance of 4.6 m per session, and about 56% of card interactions involved two fingers. Visitors made 5.53 category switches per session on average, and the virus category was most activated (average 0.96 per session). An overall ranking score related to card attractive power and holding power revealed that six of the most highly used cards depicted viruses and four were colourful instrument output images. The large finger traversal distance and proportion of two-finger card interaction may indicate the intuitiveness of the gestures. Observed trends in visitor engagement with the biological visualizations are considered in terms of construal level theory. Future work will examine how interactions are related to potential learning of biological content.
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Anugrah, Gita, Rifi Wijayanti Dual Arifin, Diah Kusumastuti, Selma Karamy, and Astri Amanda. "Museum Service Value Blueprint: An Enhanced View on Visitor Experience." Tourism and Sustainable Development Review 1, no. 2 (August 31, 2020): 87–93. http://dx.doi.org/10.31098/tsdr.v1i2.13.

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The experience of visiting a particular site in a particular place is a subjective and distinctive matter for everyone. The experience and expectations for every individual are diverse, relying upon the type of data assimilated from a tourism site, in this case, is a museum. Projection of experience expectations during a visit to the Museum is likely to occur if there is an additional value from the service system in the Museum. Exploring the role of the visitors as a co-creator experience is the aim of this study, exploration based on the possibility of visitor participation and interaction during their visit, that visualized through service value blueprint. This study uses a qualitative approach and a conceptual work that explores the service system of the Museum by conceiving of service blueprint in existing and proposed value to co-create by the visitor of the Museum. The service value blueprint utilized to map new value creation that permits visitors and museum management to improve the interactive displays that can be a useful asset to construct visitor engagement that fundamentally contributes to a museum's long haul relationship with the visitors. The limitations of this study are the generalization in the Indonesian context, specifically in the Museum located in Bandung and limitations of the study's approach to strengthen the structure of research thought. Fulfillment of the literature gap related to value co-creation in the application of museum context is the originality of this study
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Geiger, Nathaniel, Janet K. Swim, John Fraser, and Kate Flinner. "Catalyzing Public Engagement With Climate Change Through Informal Science Learning Centers." Science Communication 39, no. 2 (March 25, 2017): 221–49. http://dx.doi.org/10.1177/1075547017697980.

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Using the head, heart, and hands model, we examined a training program designed to catalyze national public engagement with climate change through informal science learning centers (e.g., aquariums, zoos). Survey data were collected from visitors ( N = 7,285) observing 1,101 presentations at 117 U.S. institutions before and after presenters participated in communication training. Visitors who attended posttraining (vs. pretraining) presentations reported greater understanding of climate change (head), hope (heart), and intentions to engage in community action (hands). As hypothesized, results suggested these changes were due to an increase in presenters’ discussion of climate change and use of effective communication techniques.
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Romolini, Alberto, Silvia Fissi, and Elena Gori. "Visitors engagement and social media in museums: evidence from Italy." International Journal of Digital Culture and Electronic Tourism 3, no. 1 (2020): 36. http://dx.doi.org/10.1504/ijdcet.2020.10027412.

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Romolini, Alberto, Silvia Fissi, and Elena Gori. "Visitors engagement and social media in museums: evidence from Italy." International Journal of Digital Culture and Electronic Tourism 3, no. 1 (2020): 36. http://dx.doi.org/10.1504/ijdcet.2020.105906.

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Everett, Michele C., and Margaret S. Barrett. "Benefits Visitors Derive from Sustained Engagement with a Single Museum." Curator: The Museum Journal 54, no. 4 (October 2011): 431–46. http://dx.doi.org/10.1111/j.2151-6952.2011.00108.x.

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Bergel, Maxi, and Christian Brock. "Visitors’ loyalty and price perceptions: the role of customer engagement." Service Industries Journal 39, no. 7-8 (February 15, 2019): 575–89. http://dx.doi.org/10.1080/02642069.2019.1579798.

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Wulandari, Anak Agung Ayu, Ulli Aulia Ruki, and Ade Ariyani Sari Fajarwati. "Subject-Object Engagement Study in Exhibition Spaces: A Comparison Between Taman Mini Indonesia Indah’s Pavilion and Indonesia Kaya Gallery." Humaniora 10, no. 2 (July 31, 2019): 127. http://dx.doi.org/10.21512/humaniora.v10i2.5199.

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This research aimed to analyze the engagement between local visitor with objects in a conventional exhibition space and a technology-based exhibition space. The method of this research was a qualitative method with descriptive analysis. The data collection was done in two stages. The first stage was collecting secondary data or desk research. The next stage was the primary data collection using both qualitative and quantitative methods. Data were collected in two exhibition spaces; Riau Islands Province pavilion in Taman Mini Indonesia Indah as conventional exhibition space, and Indonesia Kaya Gallery that was located in the Grand Indonesia shopping mall as a technology-based exhibition space. The research shows visitors’ engagement emerges not only because of the objects itself but also of its surroundings; the path and signage, the lighting design, how the objects displayed and labeled that will create certain engagement with its audience. Technology also gives great help to create subject-object engagement. However, to appreciate and really engaged with the objects, the audience still wants to see real objects and not the digital substituted.
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Stroja, Jessica. "My history, your history, our history: Developing meaningful community engagement within historic sites and museums." Queensland Review 25, no. 2 (December 2018): 300–321. http://dx.doi.org/10.1017/qre.2018.29.

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AbstractVarying models of community engagement provide methods for museums to build valuable relationships with communities. These relationships hold the potential to become ongoing, dynamic opportunities for active community participation and engagement with museums. Nevertheless, the nuances of this engagement continue to remain a unique process that requires delicate balancing of museum obligations and community needs in order to ensure meaningful outcomes are achieved. This article discusses how community engagement can be an active, participatory process for visitors to museums. Research projects that utilise aspects of community-driven engagement models allow museums to encourage a sense of ownership and active participation with the museum. Indeed museums can balance obligations of education and representation of the past with long-term, meaningful community needs via projects that utilise aspects of community-driven engagement models. Using an oral history project at Historic Ormiston House as a case study,1 the article argues that museums and historic sites can encourage ongoing engagement through active community participation in museum projects. While this approach carries both challenges and opportunities for the museum, it opens doors to meaningful and long-term community engagement, allowing visitors to embrace the museum and its stories as active participants rather than as passive consumers.
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Chu, Jean Ho, and Ali Mazalek. "Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts." Multimodal Technologies and Interaction 3, no. 1 (January 2, 2019): 1. http://dx.doi.org/10.3390/mti3010001.

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An increasing number of museum exhibits incorporate multi-modal technologies and interactions; yet these media divert visitors’ attention away from the cultural heritage artifacts on display. This paper proposes an overarching conceptual structure for designing tangible and embodied narrative interaction with cultural heritage artifacts within a museum exhibit so that visitors can interact with them to comprehend their cultural context. The Tangible and Embodied Narrative Framework (TENF) consists of three spectra (diegetic vs. non-diegetic, internal vs. external, and ontological vs. exploratory) and, considering how different interactions map along these three spectra, can guide designers in the way they integrate digital media, narrative, and embodiment. In this paper, we examine interactive narrative scholarship, existing frameworks for tangible and embodied interactions, and tangible and embodied narrative projects. We then describe the design of the TENF and its application to the pilot project, Mapping Place, and to the case study project, Multi-Sensory Prayer Nuts. The findings indicate that embodied engagement with artifacts through a narrative role can help visitors (1) contextualize the meaning of artifacts and (2) make personalized connections to the artifacts. Based on this work, we suggest design recommendations for tailoring the use of the TENF in the cultural heritage domain: simulate cultural practices, associate visitors with cultural perspectives, and provide simultaneous digital feedback. We conclude by describing future directions for the research, which include generating other possible projects using the TENF; collaborating with other designers and museum professionals; and exploring applications of the TENF in museum spaces.
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Neves, João, Jean-Christophe Giger, Vasco Alves, and Joana Almeida. "The Social Representations of Zoo Goers toward Crocodiles and Turtles: Structural Analysis and Implications for Conservation." Social Sciences 11, no. 12 (December 5, 2022): 571. http://dx.doi.org/10.3390/socsci11120571.

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Zoos have changed dramatically over the last century and today attract millions of people worldwide, being places where visitors can closely watch wildlife and learn about the species on display. Although present at most zoos, reptiles are challenging animals in terms of visitor interest and engagement, as some species do not fit aesthetic standards from the human standpoint, have culturally negative perceptions or generate aversive emotions. By studying zoo visitors’ social representations of crocodiles and turtles, we aimed to detail their structures, as well as identifying their prototypical elements that help to understand their emotional and cognitive framing. The findings show the crocodile’s prototypical image as a big, fearsome predator with teeth as its main physical attribute. Male visitors showed a more emotional perception of this animal. The turtle’s prototypical image is a slow, hard-shelled ancestral sea animal with a neutral-to-positive set of traits, with no particular differences between genders. Our results shed a more detailed light on some of the social constructs that make up the mental images of these animals, which can help the zoological community direct communication toward a more fluent conversation between stakeholders toward conservation.
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