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Artykuły w czasopismach na temat "Visitor experience"

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Othman, Mohd Kamal, Ng Ee Young i Shaziti Aman. "Viewing Islamic Art Museum Exhibits on the SmartPhone: Re-examining Visitors’ Experiences". Journal of Cognitive Sciences and Human Development 1, nr 1 (1.09.2015): 102–18. http://dx.doi.org/10.33736/jcshd.192.2015.

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Mobile Guide technologies in public spaces, particularly museum are not new and have changed the way visitors’ access information during their visit. Smartphone applications (apps) are increasingly popular because it can be accessed before, during and after the museum visits. This has impacted the way exhibitions are designed and the resulting visitor experience. Therefore, it is important to measure what effect the use of smartphone technology has on visitor experience. An “in the wild” study was conducted to investigate visitor experience in Islamic Art museum, both with and without Islamic Arts Museum Malaysia (IAMM) Mobile Guide (smartphone apps). A total of 55 participants took part in the study. The Museum Experience Scale (MES) was used to measure visitor experience, whilst the Multimedia Guide Scale (MMGS) was used to measure visitors’ experiences with the IAMM Mobile Guide. Results showed that scores on all components of MES suggested a positive experience at the IAMM with the component of meaningful experience being the highest score, followed by the component of knowledge and learning. Scores on the MMGS also showed a positive experience in using the mobile guide with learnability and control scored the highest, followed by general usability.Keywords: user experience (UX); visitor experience; museum; smartphone; applications; mobile guide
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Olya, Hossein, Timothy Hyungsoo Jung, Mandy Claudia Tom Dieck i Kisang Ryu. "Engaging visitors of science festivals using augmented reality: asymmetrical modelling". International Journal of Contemporary Hospitality Management 32, nr 2 (27.01.2020): 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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Abdul Razak, Siti Fatimah, Jeslyn Pik Syuen Hee, Rashidah Ahmad, Sumendra Yogarayan, Noor Hisham Kamis i Md Shohel Sayeed. "Visitor Experience Map and NFC-Based Scoring for Data-Driven Exhibition Enhancement". Emerging Science Journal 8, nr 1 (1.02.2024): 205–17. http://dx.doi.org/10.28991/esj-2024-08-01-015.

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In the current exhibition industry, it is crucial for organizers and exhibitors to comprehend and enhance visitor experiences. The objective of this study is to improve the exhibition setting by utilizing Near Field Communication (NFC) technology to capture, monitor, and analyze visitor behavior, engagement, and satisfaction. The main approach entails combining NFC technology with the Visitor Experience Map to fully understand the complexities of the visitor experience. NFC-enabled smartphones facilitate seamless interaction with the system, as users simply need to bring their smartphones close to NFC tags. This enables data collection and triggers the activation of a visitor scoring form for ratings and feedback. The study's findings indicate a mean system usability score of 81.4, which demonstrates successful implementation and great usability. This confirms the effective and easy-to-use nature of the strategy, guaranteeing that visitors can effortlessly provide their ratings and feedback. The originality and enhancement reside in the successful integration of NFC technology with the Visitor Experience Map, providing a strong and user-focused approach for organizers and exhibitors to enhance the exhibition experience. This study creates a favorable situation for both visitors and stakeholders, demonstrating the potential of technological advancements to greatly influence the exhibition industry. Doi: 10.28991/ESJ-2024-08-01-015 Full Text: PDF
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Milman, Ady, i Anita Zehrer. "Exploring visitor experience at a mountain attraction". Journal of Vacation Marketing 24, nr 2 (12.02.2017): 172–86. http://dx.doi.org/10.1177/1356766717691805.

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The study explores visitor experience while visiting a mountain attraction in the Alpine region of Tirol, Austria, through participant observations, informal conversations, and photography. A grounded theory approach was adopted to uncover the meaning of visitors’ overall experience and deduct a possible theory that may contribute to a better understanding of visitor experiences at mountain attractions. The data collected from 600 subjects at the attraction’s four stopovers concluded that the visiting experience was a process that involved a blend of events composed of material and human elements. Guest experiences were also practiced on a passive–active continuum, where some of the experiential consumption activities were focused beyond the mountain itself, primarily viewing the landscape and photography. The study affirms the importance of participant observation as a methodological tool to study visitors at a tourist attraction, discusses implications for management, and offers recommendations for enhancing the overall guest experience.
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Collins, Courtney Keane, Sean McKeown i Ruth O’Riordan. "Does an Animal–Visitor Interactive Experience Drive Conservation Action?" Journal of Zoological and Botanical Gardens 2, nr 3 (7.09.2021): 473–86. http://dx.doi.org/10.3390/jzbg2030034.

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Inspiring visitors to engage in conservation-related behaviour following a zoo visit is a primary objective for most zoos. Animal–visitor interactive (AVI) experiences are often central to this goal. Yet, these interactive experiences are insufficiently evaluated from both the visitors’ and captive animals’ perspectives. The current study took place at Fota Wildlife Park and involved the construction of an environmental enrichment device during an interactive visitor experience with Sumatran tigers (Panthera tigris sumatrae). It aimed to simultaneously encourage pro-conservation behaviour in visitors and promote animal welfare. Visitors (n = 51) completed a survey, observed the tigers’ behaviour and made a pledge to help tigers in the wild after completion of the AVI. Tiger behaviour was simultaneously observed by a trained researcher using occurrence or non-occurrence sampling, which found no indication that tiger welfare was compromised during the activity and was likely enhanced by engaging with the enrichment. Additionally, visitors observed a range of tigers’ behaviours. The results indicated that some visitors (8%) had continued with their pledge six weeks after the experience, and most visitors exhibited a high level of knowledge and a positive attitude towards tigers. The use of enrichment during AVIs may be a positive link between the visitor experience and animal welfare. These results can be used to guide AVIs in zoos which aim to connect people with nature and drive pro-conservation behaviour in visitors.
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Fernandez, Eduardo J., i Samantha J. Chiew. "Animal-Visitor Interactions: Effects, Experiences, and Welfare". Animal Behavior and Cognition 8, nr 4 (1.11.2021): 462–67. http://dx.doi.org/10.26451/abc.08.04.01.2021.

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Animal-Visitor Interactions (AVI) within zoos and aquariums have become an increasingly studied topic. Influenced by both the broader field of Human-Animal Interactions (HAI), as well as visitor studies conducted in museums, AVI studies can be separated into two areas of focus: (1) Visitor effects, or the impact visitors have on the animals housed within a zoo, and (2) visitor experiences, or the impact zoo animals and visiting a zoo have on the visitors. Historically, visitor effects have been of primary concern to the study of AVIs, as have the potential negative impacts on the welfare of animals, particularly those of zoo primates. This special issue examines the impact of AVIs in greater detail through twelve recent papers on the topic, equally addressing visitor effects and experiences. Many of the papers focus on positive welfare indices, as well as less traditional measures to examine both visitor effects and experiences, such as visitor proximity and visitor interviews. In addition, we discuss the relevance of future AVI work, with particular attention to (a) increased interest in visitor experience research, (b) examinations of signage effects, and (c) continued focus on positive welfare indices and direct interactions, such as public feedings.
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Mwangi, Muhoro Grieveesbon, i Kibiro Eunice. "INTERNATIONAL VISITOR EXPERIENCE LEVEL IN URBAN DESTINATIONS IN NAIROBI COUNTY, KENYA". International Journal of Tourism & Hospitality Reviews 5, nr 1 (26.01.2018): 22–30. http://dx.doi.org/10.18510/ijthr.2018.513.

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The purpose of this research was to examine empirically the international visitor experiences while in urban destinations Nairobi County, Kenya. Methodology: The research hypothesis was constructed based on previous theoretical and empirical studies. A survey was conducted on 231 departing visitors to collect primary data from January to June 2017. Pearson product-moment correlation coefficient was used to measure the linear correlation between international visitor experiences and urban destinations. Main findings: The results found out that visitor experience levels have direct positive influence on visitors’ visitation to Nairobi’s urban tourist attractions and thus directly influenced their return intention through their destination satisfaction process. Implications: Destination managers and tourism organizations particularly service organizations need to take into account of the satisfaction levels and the level of experience of urban visitors to enhance their revisits. Novelty: The findings of this research have provided to the understanding of valuable practical information about visitors experiences while in urban destinations. This information could be used in promotional strategies, product development, and urban planning frameworks should be geared to meet destination demand and sustainable urban tourism development.
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Navarro-Ruiz, Sandra, i Bob McKercher. "The usability of visitor attractions: state-of-the-art". Tourism Review 75, nr 3 (2.01.2020): 497–509. http://dx.doi.org/10.1108/tr-02-2019-0057.

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Purpose Visitor attractions constitute the essence of the tourism phenomenon. However, management techniques that are expressly designed for tourism and develop different uses/activities and subsequently influence visitor experiences are under-researched. Hence, the purpose of this study is to develop a conceptual framework that provides a bridge between on-site management, visitor attraction development and visitor experience by introducing a novel concept: “usability of visitor attractions.” This new concept captures how managers can develop uses for visitors to experience the attraction. Thus, this study explores this concept and serves as the foundation for further research on this topic. Design/methodology/approach The systematization of the state of the art is based on an exhaustive desk research review of both academic and grey literature to endorse the “usability of visitor attractions” concept. Findings The literature review reveals that visitor attraction management affects visitor experience. To succeed, managers should consider the ease of use and the design of activities. Therefore, an innovative conceptual model is built to explore how on-site management techniques based on this new concept impact on visitor’s experience. Originality/value Research on visitor experience in attractions has neglected the impact of on-site management tools hitherto. Therefore, the originality of the study lies on providing a robust framework that enlightens how visitor attraction management affects visitor experience by developing the usability. The study proposes a novel concept and an original model that will be of a critical interest to tourism academia and will serve as practical guidance for attraction managers.
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Yi, Taeha, Hao-yun Lee, Joosun Yum i Ji-Hyun Lee. "The influence of visitor-based social contextual information on visitors’ museum experience". PLOS ONE 17, nr 5 (24.05.2022): e0266856. http://dx.doi.org/10.1371/journal.pone.0266856.

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Visitor-centered approaches have been widely discussed in the museum experience research field. One notable approach was suggested by Falk and Dierking, who defined museum visitor experience as having a physical, personal, and social context. Many studies have been conducted based on this approach, yet the interactions between personal and social contexts have not been fully researched. Since previous studies related to these interactions have focused on the face-to-face conversation of visitor groups, attempts to provide the social information contributed by visitors have not progressed. To fill this gap, we examined such interactions in collaboration with the Lee-Ungno Art Museum in South Korea. Specifically, we investigated the influence of individual visitors’ social contextual information about their art museum experience. This data, which we call “visitor-based social contextual information” (VSCI), is the social information individuals provide—feedback, reactions, or behavioral data—that can be applied to facilitate interactions in a social context. The study included three stages: In Stage 1, we conducted an online survey for a preliminary investigation of visitors’ requirements for VSCI. In Stage 2, we designed a mobile application prototype. Finally, in Stage 3, we used the prototype in an experiment to investigate the influence of VSCI on museum experience based on visitors’ behaviors and reactions. Our results indicate that VSCI positively impacts visitors’ museum experiences. Using VSCI enables visitors to compare their thoughts with others and gain insights about art appreciation, thus allowing them to experience the exhibition from new perspectives. The results of this novel examination of a VSCI application suggest that it may be used to guide strategies for enhancing the experience of museum visitors.
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Kurniawan Widiyasa, I. Gede Bayu, i Meylani Tuti. "Increasing Revisit Intention through Visitor Satisfaction to the Indonesian National Museum". Jurnal Dinamika Manajemen 14, nr 2 (1.12.2023): 218–31. http://dx.doi.org/10.15294/jdm.v14i2.41417.

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This study aims to determine the effect of destination image, visitor experience, and visitor engagement on visit intention through visitor satisfaction. The population in this study were visitors to the National Museum. The sampling technique used was purposive sampling with 148 respondents. The data analysis method uses a structural equation model with the help of smartPLS software. The results of the study show that there is a significant effect of destination image on visitor satisfaction, visitor engagement on visitor satisfaction and visitor experience on visit intention. Meanwhile, the results also show that there is no effect of destination image on visit intention, visitor satisfaction on visit intention and visitor experience on visitor satisfaction. The addition of the customer engagement and customer satisfaction variables to the model is originality in this study in measuring the desire of visitors to return with moderation of customer satisfaction. The managerial implication of this research is that the management of the national museum should increase activities that can enhance the image of the museum among the public as a tourist destination which, in addition to providing education, also provides pleasure, especially for the younger generation to prefer museums.
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Rozprawy doktorskie na temat "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.

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Archaeology is a field which has been impacted greatly by digital technology; the new technological instruments are developing both academic research and public mediation. Digital archaeology has been available at the museum for some time, but immersive technologies are recent introductions, which offer new experiences for museum visitors. Even though digital archaeology/virtual heritage have been studied for their technological virtues, the learning opportunities presented to the museum visitor has not yet been examined from a visitor’s perspective. In this dissertation, the visitor experience is the basis of analysis for determining how we can critically assess digital exhibitions using immersive technologies. This study examines if and how critical museology can be successfully applied to immersive digital displays; a detailed analysis of two case studies using VR (high immersion) and AR (low immersion) show that digital experiences are fully capable of communicating cultural content and that these multi-sensory technologies can successfully engage users in the creation of knowledge. The extent of sensory stimuli affecting the visitor is not accounted for in current critical museology, therefore the analysis of this study suggests a number of suggestions for future designs of digital displays using immersive technologies.
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MASON, 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.

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Osman, 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.

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Smith, M. "3D interactive technology and the museum visitor experience". Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.

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There is a growing interest in developing systems for displaying museum artefacts as well as historic buildings and materials. This work connects with this interest by creating a 3D interactive display for Fishbourne Roman Palace Museum, West Sussex, England. The research aimed to create a reconstruction of the Palace as it would have been at its height, a reconstruction that was interactive in the sense that museum visitors would be able to walk through the buildings and local grounds and experience the site in a way not possible through traditional museum displays. The inclusion of the interactive element prompted the incorporation of game engines as a means of visualising and navigating around the reconstructed 3D model of the Palace. There are numerous game engines available, and the research evaluated a selection with respect to their functionality, cost, and ease of use. It also applied a technology readiness method to assess potential users’ response to the incorporation of different degrees of interactivity. Research was undertaken regarding the appearance of the Palace and, based on the available archaeology and relevant artistic interpretations, a model was created using Autodesk Maya software. This model was exported into each of the possible game engines, and a comparison was made based of each engine’s audio, visual, and functional fidelity, as well as composability and accessibility. The most appropriate engine is chosen based on these results. With reference to the assessment criteria, the hardware and software is in preparation for installation at the Fishbourne Roman Palace Museum. The Technology Readiness Index was applied to determine the effectiveness of such a display compared to a non-interactive representation, a study that concludes that a highly interactive display may not be the most sensible solution for the majority of visitors.
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Furr, 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.

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Visitors to parks and protected areas (PPAs) engage in a variety of activities and choose different modes of travel, especially when the location itself has few limitations, such as open-water settings with relatively few backcountry visitors. Managers must understand why visitors are recreating in a particular place and the quality of their experiences in order to offer appropriate and meaningful opportunities. This study seeks to better understand visitor motivations (the “why”), to develop and measure effective indicators for evaluating the quality of visitor experiences, and to contextualize these findings with a unique investigation of historical Glacier Bay National Park data. This study contributes to current literature by exploring visitor dimensions in a coastal Alaskan park. Visitor intercept surveys were conducted for six different visitor groups. Several statistical analyses were completed, resulting in eight visitor motivations, a three-group clustering of visitors based on their motivations, and an overall report of high-quality experiences. Historical comparisons confirm that decades later visitors continue to be motivated by opportunities to experience glaciers, solitude, and natural connection and renewal; litter, cruise ships and propeller-driven aircrafts continue to be the main social factors detracting from the visitor’s overall experience; and visitors are shifting to older, highly educated, wealthy travelers.
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Afsharifar, 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.

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This research offers an in-depth exploration into the relationship between sensory visitor experience (SVE) and the emotional responses of visitors in Western Australia (WA). Grounded in cognitive appraisal and goal congruence theories, the study scrutinizes how different sensory stimuli, paired with expectation confirmation, influence positive emotions while also probing mood’s potential role as a moderator in these dynamics. The research design was sequential mixed method, encompassing qualitative semi-structured interviews and a survey with 408 participants from five prominent WA attractions. Partial Least Squares Structural Equation Modelling was employed to analyse the relationships within the theoretical framework. The qualitative findings underscored the pre-eminence of SVE in eliciting emotions such as joy and surprise. Also, according to the quantitative data, sight, smell, taste, and auditory experiences were validated as significant triggers of positive emotions, with tactile experiences demonstrating no impact. Although mood exhibited a direct tie with positive emotions, its assumed moderating effect was not evident either in SVE or expectation confirmation context. This multifaceted study enriches academic dialogue and presents valuable implications for augmenting tourism experiences in WA and potentially wider contexts.
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Plaatsman, 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/.

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Sharp, Arabella. "The engaged experience : visitor narratives in the art gallery". Thesis, University College London (University of London), 2014. http://discovery.ucl.ac.uk/10021719/.

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Within contemporary cultural climates there has been a significant instrumentalised focus on the role of museums and galleries in the promotion of positive mental health and well-­being. The emotional and psychological components embedded within such aspirations however present a number of fluid and intangible challenges that require in-­‐depth research if deeper understanding of such processes and claims are to take place. My research addresses philosophies, strategies, and practicalities through searching for a better understanding of individual encounters with paintings in gallery settings. It provides a possible framework for evaluating affectivity and emotional engagement in cultural organisations. While acknowledging the intellectual and social impact of the visitor experience, this research focuses on the affective encounter of the individual, unaccompanied visitor. Both the successes and complications of evaluating the complexities of visitor experience have been addressed through multi-­‐methodological research. The research demonstrates how art galleries are an important resource for inspiring emotionally engaged and affective experiences beyond the organised social activity predominantly used to promote positive mental health and well-­‐ being. The focus on emotion and affectivity also provides an alternative to the emphasis on cultural organisations as a vehicle for narrowly defined learning. Through the collection, correlation, analysis and presentation of visitor’s experiential narratives I uncover a ‘rise of the visceral’ in the cultural sector and greater differentiation of audiences in Museum Visitor Studies. I achieve this through positioning the engagement with paintings as a form of memento mori and memento vitae, which provide an emotionally affective and engaged impact potentially conducive to an altered state of mental health and well-­‐being.
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Grebenar, Alex. "The commodification of 'dark tourism' : conceptualising the visitor experience". Thesis, University of Central Lancashire, 2018. http://clok.uclan.ac.uk/23361/.

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The study of ‘dark tourism’ has gained increasing traction over the past two decades or so. Visits to sites of, or associated with death, disaster, atrocity, or suffering are a pervasive feature within the contemporary tourism landscape. This thesis, therefore, critically examines dark tourism within the modern tourism industry in which ‘dark’ experiences are packaged-up and sold to consumers – a process known as ‘commodification’. As a result, the study appraises the effects commodification has on the visitor experience at sites of dark tourism. Drawing upon a multidisciplinary approach, this thesis examines key relationships between dark tourism supplier and consumer in order to evaluate the visitor experience. This includes the notion of mortality and, in so doing, the research considers how the process of commodification affects encounters with the fragile state and inevitable demise of the human being. Moreover, this relates to the so-called ‘sequestration of death’ whereby death, in modern life, is removed from daily life in order to protect the Self from undue upsetting thoughts. This thesis utilises a phenomenological research philosophy in order to understand the nature of visitor experiences. The study also adopts a supply-demand approach, and so through the instruments of semi-structured interviews and participant questionnaires, appraises the relationship between the provision and consumption of dark tourism experiences. The empirical research investigates two case studies within UK dark tourism: Lancaster Castle and the International Slavery Museum, Liverpool. Ultimately, this thesis argues that the commodification process denotes specific semiotics of a touristic and behavioural nature. In turn, this thesis offers an original blueprint model in which to locate commodification processes, which this study terms the ‘Semiotic Framework of Dark Tourism Experience’. It is concluded that, using supply-side entities such as tour guides, shops, interpretative materials and other such items, suppliers of dark tourism sculpt the experience and direct visitor behaviour, but crucially do not fundamentally change the nature of experience by providing those phenomena. Rather, commodification within dark tourism provides a specific context in which to encounter death, mortality and atrocity within authentic and ontologically secure boundaries.
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Guthrie, 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.

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Destination image is acknowledged as a key factor in destination choice and visitor satisfaction. However, despite thirty years’ research from a variety of perspectives into destination image and image formation, the impact of actual visitation has been largely neglected and understanding of the processes involved in that change is therefore limited. Visitor experience is increasingly recognised as being unique to the individual, leading to calls for research strategies taking into account the visitor’s perspective. This study uses a phenomenological approach to investigate visitor-destination interactions, capturing visitors’ lived experience as expressed in their holiday narratives. Applying a double hermeneutic approach to analysing interview data, this study outlines the elements of destination experience and shows how the meaning encapsulated in the individual’s destination image is mediated by his/her stock of knowledge, the particular combination of predispositions, motivations and characteristics, as well as by their in-destination interactions and encounters with people and place. It develops the ideal typifications of Gourmet, Grazer and Gourmand to help explain the complex and dynamic interaction between visitor characteristics and behaviour and extends our understanding of the role of other tourists in destination experience by illuminating tourist-tourist interactions and revealing the compromises necessitated by the presence of other tourists. By generating insight into the complex and dynamic interaction between anticipations, motivations and predispositions, and the way in which this interaction affects the visitor’s experience of people and place in a destination, the study has demonstrated the utility of the phenomenological approach in understanding visitor interactions. It has also resulted in a model which explains the processes whereby the visitor makes sense of his/her experience and transmits that experience to others. This can be used by academics and practitioners to further understand the benefits and attractions of existing destinations and to predict the attraction of potential destinations, as well as to promote greater understanding of tourist-host interactions among destination industry providers.
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Książki na temat "Visitor experience"

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Scott, N., J. Gao i J. Ma, red. Visitor experience design. Wallingford: CABI, 2017. http://dx.doi.org/10.1079/9781786391896.0000.

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Falk, John H. Identity and the museum visitor experience. Walnut Creek, Calif: Left Coast Press, 2009.

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Welsh, Margo. Enhanced visitor experience strategic imperative report. [Toronto: Royal Ontario Museum], 1997.

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Inc, Williams &. Goffin Consulting. The Renaissance within: The ROM visitor experience. [Toronto?: W&G], 2004.

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Popescu, Diana I. Visitor Experience at Holocaust Memorials and Museums. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003220626.

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Shackley, Myra L. Managing sacred sites: Service provision and visitor experience. London: Thomson Learning, 2003.

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Silver, Florence. Enhanced visitor experience strategic imperative report: Exhibition research report. [Toronto: Royal Ontario Museum], 1997.

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United States. National Park Service, red. VERP: Visitor Experience and Resource Protection : a framework for addressing visitor carrying capacity in national parks. [Denver, Colo.?]: National Park Service, 1996.

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United States. National Park Service., red. VERP: Visitor Experience and Resource Protection : a framework for addressing visitor carrying capacity in national parks. [Denver, Colo.?]: National Park Service, 1996.

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United States. National Park Service., red. VERP: Visitor Experience and Resource Protection : a framework for addressing visitor carrying capacity in national parks. [Denver, Colo.?]: National Park Service, 1996.

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Części książek na temat "Visitor experience"

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Veprinska, Anna. "The Unanticipated Visitor". W Visitor Experience at Holocaust Memorials and Museums, 193–209. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003220626-17.

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Sigurðardóttir, Ingibjörg, i Anna Lilja Pétursdóttir. "The visitor experience at a horse event." W Humans, horses and events management, 88–98. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789242751.0088.

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Abstract The demand side of horse (sport) events, that is visitor expectations, experiences and satisfaction, has not been the subject of much research. This chapter focuses on visitor experience and satisfaction at Landsmót (the National Championship of the Icelandic horse), held in Iceland in Hella (2014), Hólar (2016) and Reykjavík (2018). An online survey was conducted among visitors following those three events where a total of 2318 visitors responded. Findings indicated the importance of intangible services at the venue and service-mindedness of staff. High demand for horse-related products and equipment was reported at the venues during the events, as well as demand for clothes and other products related to weather conditions during the events. Visitors desired greater variety of meals and access to a grocery store at the venues. There was a considerable difference in visitor satisfaction between the three events investigated. The 2016 event in Hólar ranked the highest in all factors evaluated, except those related to the shopping area where visitors wanted more variety of products. The score of the 2016 event for overall visitor satisfaction was 4.39 (out of 5). The 2018 event in Reykjavík scored 4.21 whereas the 2014 event in Hella ranked 3.64.
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Sweet, Jonathan. "Museum architecture and visitor experience". W Museum Marketing, 226–37. London: Routledge, 2009. http://dx.doi.org/10.4324/9780080550428-44.

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Nowaczek, Agnes M., i Carolin Seiferth. "Towards exclusively inclusive visitor experience". W The Routledge Handbook of Nature Based Tourism Development, 298–314. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003230748-23.

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Rozendaal, Marco C., Arnold P. O. S. Vermeeren i Diana C. Issidorides. "Using Mobile Technologies to Capture the Visitor Experience". W Museum Experience Design, 239–58. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-58550-5_12.

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Enseñat-Soberanis, Fernando, Rocío Blanco-Gregory i Johnathan Mondragón-Mejía. "Using indicators and standards to manage visitor experiences in water-based tourism." W Managing visitor experiences in nature-based tourism, 179–91. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789245714.0014.

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Abstract This chapter aims to (i) determine visitor crowding standards that help decision takers to improve the visitor experience and build an accurate tourism carrying capacity; and (ii) explore a possible relationship among crowding perception, origin of visitors and willingness to pay (WTP). The first section analyses the concepts of indicators and standards as well as the importance of crowding perception as a key indicator to assess the quality of the visitor experience. Relationships between the origin of visitors, crowding and WTP to access nature-based attractions are also examined theoretically in this section. The second section describes the importance of cenotes as a main water-based tourist attraction at the Yucatán Peninsula. The third section presents the methodology; quantitative questionnaires based on normative theory were used in a visual approach focusing on Dzombakal cenote. Results outlined in the fourth section show that crowding is a good indicator to evaluate the visitor experience in water-based settings like cenotes. However, as discussed and concluded in the final section, due to significant differences between the crowding standards of local and international visitors, the symbolic value of the cenotes should be considered if a better visitor experience management is to be met.
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Melissen, Frans, i Bert Smit. "Sustainable tourism and the visitor experience". W The Routledge Handbook of Tourism Experience Management and Marketing, 455–63. Abingdon, Oxon ; New York, NY : Routledge, 2020. |Includes bibliographical references and index.: Routledge, 2020. http://dx.doi.org/10.4324/9780429203916-39.

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Koeferl, Franz, Matthias Zuerl, Jitin Jami, Jindong Li, Dario Zanca i Bjoern Eskofier. "Tracking the Visitor". W Edition Museum, 287–94. Bielefeld, Germany: transcript Verlag, 2023. http://dx.doi.org/10.14361/9783839467107-027.

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The analysis of the success of any exhibition depends on the visitor experience. The data required for analysis is usually painstakingly collected by hand. We propose a large-scale optical tracking pipeline to estimate visitor data such as visit trajectory, duration, and, potentially, other personal parameters like age, weight, and sex, yet remain ethically acceptable by obtaining visitor consent. We further show, in preliminary results, that the edge device has a localization error of 0.64 meters and an average precision of 0.2. With this work-in-progress, we intend to ensure a viable alternative to current data collection processes in museum research.Abstract
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Jaeger, Stephan. "Visitor Emotions, Experientiality, Holocaust, and Human Rights". W Visitor Experience at Holocaust Memorials and Museums, 31–45. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003220626-4.

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Pabel, Anja, i Mucha Mkono. "Moral tensions for elephant visitors." W The elephant tourism business, 99–110. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789245868.0008.

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Abstract The study presented in this chapter examines visitor experiences at elephant sanctuaries in an era where animal ethics has taken centre stage. The study unpacks the moral tensions surrounding such attractions through analysis of social media comments by visitors. Based on this study a framework is proposed that encompasses three moral tensions that relate to animal welfare and the operations of animal sanctuaries, from the viewpoint of the visitor experience: (i) freedom-captivity; (ii) distance-interaction; and (iii) natural-staged. The chapter draws on two case studies: the David Sheldrick Wildlife Trust (DSWT) in Kenya, and the Elephant Nature Park (ENP) in Thailand.
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Streszczenia konferencji na temat "Visitor experience"

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Robinson, Richard N. S., Shelagh Mooney i Adam Stephen. "Invisible until they’re gone:‘Keystone’ occupations for sustainable visitor experiences". W 7 Experiences Summit 2023 of the Experience Research Society. Tuwhera Open Access, 2024. http://dx.doi.org/10.24135/7es.36.

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Authentic and unique hospitality, tourism, events and culinary experiences form a crucial part of visitors and travellers’ enjoyment and positive evaluation of a destination. This paper explores some of the workforce issues associated with creating authentic and unique visitor experiences. It highlights two essential components of providing positive visitor experiences - infrastructure, and a skilled tourism workforce. We introduce the emerging concept of ‘keystone occupations’. Using cases from across the Tasman we show how destinations depend on these critical occupations, especially as their skills are vital to fully functional infrastructure in mobilizing visitor experiences.
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Cook, Georgia, Abrar Faisal i Tomas Pernecky. "Environmental Education in Ecotourism Destinations: Visitor Experience on Tiritiri Matangi Island, New Zealand". W 7 Experiences Summit 2023 of the Experience Research Society. Tuwhera Open Access, 2024. http://dx.doi.org/10.24135/7es.33.

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Ecotourism destinations promote local history and culture and environmental awareness through education. However, there is a dearth of knowledge about the visitor experience of environmental education for promoting a sense of environmental awareness and pro-environmental behaviours. This study examines the visitor experience of environmental education programmes on Tiritiri Matangi Island, New Zealand, and related impacts on their knowledge, awareness and intentions. The findings of this study suggested that the educational programmes on Tiritiri Matangi Island, including the guided walk, signage and storytelling, had transformative impacts on visitors as they came without the intent to learn and left feeling more knowledgeable and interested in conservation and responsible tourism.
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Viet Le, Anh, Thu Huong Nguyen i May Raquel Sadiasa Cruz. "ANALYSIS OF VISITORS’ EXPERIENCES AT THE OLD MELBOURNE GAOL". W GLOBAL TOURISM CONFERENCE 2021. PENERBIT UMT, 2021. http://dx.doi.org/10.46754/gtc.2021.11.016.

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Visitation to the dark past of history is growing where more tourist is confronting concepts of mortality. Still, it appears to have minimal research on dark tourist experiences in the context of prison museums, particularly the Old Melbourne Gaol. The aim of the research is to analyse visitors’ experiences and provide recommendation for improvement. The relevance of the research is understanding dark tourist experiences will give insight into how service offerings can be improved in prison museums. The researcher conducted a qualitative study using thematic analysis to understand visitor experiences better and provide recommendation for future visitation. Purposive sampling was used to explore mixed reviews from the widely used platform called TripAdvisor. One of the key findings is that most visitors are international tourists accompanied by family or friends visiting towards the end of the year, which means that service offerings should be geared towards this group. Furthermore, the overall visitor experience is positive, and emerging themes narrates the authenticity of carceral life, interactive experience and exciting reenactments at the Old Melbourne Goal. Lastly, the findings reveal the need to reconsider the role of customer service as it influences the overall satisfaction of visitors and strengthen substantial aspects of service offerings to increase visitation and enhance the visitor experience.
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Mitrović, Srđan, Suzana Marković i Josipa Mijoč. "Segmenting Wine Festival Visitors Based on Their Visit Experience". W 6th International Scientific Conference – EMAN 2022 – Economics and Management: How to Cope With Disrupted Times. Association of Economists and Managers of the Balkans, Belgrade, Serbia, 2022. http://dx.doi.org/10.31410/eman.s.p.2022.145.

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Wine tourism experiences can be offered in many ways, such as visiting wine festivals. They can provide a wide range of experiences that differ from day-to-day living and could be viewed as lifestyle tourism expe­riences. The goal of the research was to segment wine festival visitors and describe them within the experience economy context. Data was collected using a structured questionnaire at wine festivals in Croatia. Research hy­potheses were tested using cluster analysis and ANOVA. Segmentation re­sults show four significantly different groups of wine festival visitors (busi­ness visitors, explorers, devotees and companions). The identified segments significantly differ in their motivation and experience at the wine festival. Based on the results of this research, recommendations for specific market­ing strategies can be given to festival organizers, wineries and destination management organizations. Research expands previous knowledge about customer segments in wine tourism. To the authors’ knowledge, this is the first empirical study that has developed a wine festival visitor profile based on the experience economy framework.
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Skov, Mette, i Marianne Lykke. "Information-related behaviour as meaning-making processes: a study of science centre visitors". W ISIC: the Information Behaviour Conference. University of Borås, Borås, Sweden, 2020. http://dx.doi.org/10.47989/irisic2021.

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Introduction. This paper studies the science centre visitor experience from an information behaviour perspective. The study contributes to the area of casual-leisure information behaviour. Method. The qualitative walk-along method rooted in ethnographic research was applied to study the in-situ visitor experience of forty-four families (seventy-four children and seventy adults) at a science centre in Denmark. An inductive content analysis approach was adopted focusing on three analytical themes. Analysis.The concept of mediational means was used to analyse how the different exhibit features facilitate visitors’ meaning-making processes. Results. Results from the study show how different exhibition features facilitate visitors’ information use and meaning-making processes in multiple ways providing rich opportunities for meaning-making. The results further illustrate, how visitors’ meaning-making processes become informed through a duality of cognitive and corporeal ways of knowing. Conclusions. In the immersive and highly interactive exhibition, visitors mainly become informed about the importance of movement and health through corporeal information that is experienced through the situated body.
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Araújo, Calíope Corrêa de, i João Marcelo Xavier Natário Teixeira. "A Proof of Concept on Enhancing Virtual Museum Experience Through Real-time Audio Communication". W Congresso Latino-Americano de Software Livre e Tecnologias Abertas. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/latinoware.2023.236521.

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By introducing the possibility of communication within a virtual environment, it is possible to improve visitor interaction and increase immersion through the feeling of presence, a fundamental concept within Virtual Reality. This work therefore proposes an innovative solution to the problem of lack of interaction between visitors during a virtual tour using open source software resources. Making use of the A-Frame framework, together with Networked A-Frame, a proof of concept was implemented with the aim of showing that it is possible to improve the experience of a virtual visit to the museum, enabling visitors to communicate in a very similar way to what would happen in a real visit, in a physical space. A brief case study was carried out based on the creation of an alternative virtual tour, modifying the existing virtual tour of the Cais do Sertão Museum, in Pernambuco, with the proposed solution. This paper will explore the paths used to build the proof of concept, as well as the results obtained and possibilities for future work, in addition to presenting possible scenarios for applying the proposed solution seeking to improve immersive experiences in virtual tours of museums.
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Cesário, Vanessa, Daniela Petrelli i Valentina Nisi. "Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums". W CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376334.

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Almeida, Pedro, Pedro Beça, José Soares i Bárbara Soares. "MixMyVisit – Enhancing the Visitor Experience Through Automatic Generated Videos". W IMX '21: ACM International Conference on Interactive Media Experiences. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452918.3465500.

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Benente, Michela, Valeria Minucciani i Annamaria Berti. "Neurosciences and museum - Museum visit as inclusive, embodied and transformative experience". W 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003333.

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Following their previous writings and research works, Authors describe very recent experimentations at Museo Nazionale Etrusco di Villa Giulia (Rome) devoted to study the visitors’ behavour and to verify the effectiveness of inclusive and multisensorial communication.Starting from the assumption that access and accessibility to Cultural Heritage are not simply intended as physical approach, and they happen when individuals “appropriate” and “transform” cultural contents, this paper shortly discusses the “Emotion Museology” principles, according to which what moved visitors will be particularly remembered by them, processed and transformed, becoming a very personal asset.Emotions, although difficult to define, are an important element in cognitive processes and are inclusive, as each visitor can empathise with objects and stories. The innovative experiment described by Authors has been conducted in a museum environment with the aid of techniques for detecting the neurophysiological factors of visitors during a visit: a number of experiments have been carried out in recent years on perception mechanisms of a neuro aesthetic nature, but not to indagate the spatial cognition and the role of “atmospherical” conditions.Searching for what all audiences have in common, and not what divides and differentiates them, emotions answer to objects, spaces and communicative stimuli proposed by museums (captions, context, relations). Conversely, differences have also to be considered and “celebrated” as a humanity’s treasure. Then, emotional stimuli can originate very different responses, assuring intimate and individual appropriation processes. From this point of view, the research team aims to relate unconscious responses with cognitive processing of contents: pre visit expectations and “bias” and post visit feedback can support an integrate interpretation of data.In this perspective, and following the seven “Design for All” principles, can be updated referring to cultural accessibility and inclusion, overcoming and abandoning the unrealistic goal of guaranteeing the same experience for different publics, but rather aiming to ensure a fulfilling, lasting and transformative experience for all.
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Trocchianesi, Raffaella, Daniele Duranti i Davide Spallazzo. "Tangible interaction in museums and temporary exhibitions: embedding and embodying the intangible values of cultural heritage". W Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3322.

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Moving from a design perspective, the paper explores the potential of tangible interaction in giving shape to intangible contents in museums and temporary exhibitions. Going beyond tangibility intended in the strict sense of touching assets (Dudley 2010), we use here a wider interpretation of tangibility that considers touch in the sense of embodied experience. In this way we consider as tangible all those experiences that foster a strong involvement of the body. Tangible interaction is interpreted as a practice able to multiply the levels of the narrative, to make the visit experience memorable and to give physicality to intangible values. This approach sees the use of tangible interaction as a way to transfer practices and rituals linked to the contents and representative of the intangible values embedded in the assets. Therefore we can identify “gesture-through” and “object-through” interactions able to enhance the visitor experience and the understanding of cultural heritage. The rituals of gestures is linked to the concept of museum proxemics (author 2013) that involves both sensuousness and movements in space. If proxemics is the discipline which deals with investigating the relationship between individuals and space, and the significance of gestures and distances among people, then museum proxemics relates to the forms of behaviour which govern the relationship between individuals and museum space, between the visitor and the items on display and among visitors. In the paper we outline existing practices by analysing some case studies representative of the potential of tangible interaction in the cultural heritage field and classified according to the categories in the following: - Smart replicas: visitors interact with a technology-enhanced replica of the artworks to feel sensorial aspects and activate further levels of narrative; - Symbolic objects: visitors interact with objects, icons or elements imbued with symbolic meaning as a vehicle to reach the intangible value of the cultural asset; - Touchable screens: visitors interact with a surface mediating their relationship with contents and allowing for a personalised path within them; - Perfoming gestures: visitors perform meaningful gestures in order to trigger specific effects able to stage the narrative of intangible contents. In conclusion we highlight three actions in the cultural experience driven by tangible interaction and matter of design: (i) interacting with a sensitive object able to trigger intangible values; (ii) revealing contents difficult to transmit; (iii) multiplying the levels of knowledge and narrative.DOI: http://dx.doi.org/10.4995/IFDP.2016.3322
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Raporty organizacyjne na temat "Visitor experience"

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Furr, Gabriella, Chase Lamborn, Abigail Sisneros-Kidd, Christopher Monz i Shannon Wesstrom. Backcountry visitor experience and social science indicators for Glacier Bay National Park. National Park Service, sierpień 2021. http://dx.doi.org/10.36967/nrr-2287258.

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Reeves-DeArmond, Genna. Infusing popular culture into the museum experience via historic dress: Visitor perceptions of Titanic’s Rose as a living history interpreter/character. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-779.

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Story, Madison, Kayley Schacht, Aaron Schmidt, Karlee Feinen, Madelyn McCoy, Anthony White i Adam Smith. The Black experience at Fort Huachuca during WWII : an interpretation and exhibit plan for the Mountain View Officers’ Club. Engineer Research and Development Center (U.S.), styczeń 2024. http://dx.doi.org/10.21079/11681/48076.

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This technical report serves as a contextual planning document for an interpretive exhibit within and surrounding the Mountain View Officers’ Club, Building 66050, at Fort Huachuca, Arizona. During World War II (WWII), the Mountain View Officers’ Club served as the installation’s Black officers’ club. It served as various other uses until circa 1998, at which point it became vacant. Today, Fort Huachuca is planning to rehabilitate the building into a mission use space with an indoor-outdoor exhibit space for visitor use within the rehabilitation plan footprint, an 8.15 acre Area of Potential Effect (APE) including the WWII building and associated adjacent features. This report provides numerous potential Courses of Action regarding methods of exhibiting and interpreting historic materials and information in the public spaces within the APE. The Courses of Action chosen during a future Design-Build phase will be based on factors currently unknown, such as funding and staffing; thus, this document serves as a Phase I concept plan for ideas that will be further developed and finalized during the Phase II Design-Build phase. This report also provides guidance for course of action implementation pending factors currently unknown. Fort Huachuca will keep this report in both digital and analog format in perpetuity. ERDC-CERL will also publish it online and make it available to the public free of cost.
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Plant, Roger, i Soren Hvalkof. Land Titling and Indigenous Peoples. Inter-American Development Bank, sierpień 2001. http://dx.doi.org/10.18235/0008860.

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This paper has the following main objectives: to review the actual or potential impact of land titling and cadastre programs on indigenous populations; to recommend actions that would minimize risk and ensure that land projects are tailored to the aspirations and needs of indigenous peoples; to outline a typology of indigenous landholding systems and to identify any areas requiring further research. The research done by the consultants draws from country and site visits, a review of Bank projects as well as those of other international agencies, and meetings with government authorities, representatives of indigenous organizations and other relevant actors. The countries visited were Colombia, Ecuador, Panama and Peru. In each visit, the consultants focused on both law and policy concerns and made extensive site visits to highland areas and tropical regions, including the Amazon basin. Though the study reflects this field experience, it is written as a policy paper aiming to have the widest possible relevance for Latin America as a whole.
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Toivonen, Tuuli, Aina Brias Guinart, Johanna Eklund, Hästbacka Matti, Leppämäki Tatu i Torkko Jussi. Potential of mobile big data for visitor monitoring : Report of the MOBICON workshop held in Helsinki 28.9.2023. Digital Geography Lab, University of Helsinki, 2023. http://dx.doi.org/10.31885/2024.030501.

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The Changes in Nature Visitation and the Potential of Mobile Big Data for Visitor Monitoring workshop was held in Helsinki on 28.9.2023. We organized the workshop as part of the five-year MOBICON research project (Mobile Big Data for Understanding People in Nature - Detecting short- and long-term changes and their implications for biodiversity conservation) funded by Kone Foundation. The aim of the workshop was to collect expert opinions related to the changes in the recreational use of nature, the monitoring needs related to the changing visitations, and to discuss the possibilities of various new data sources to meet managerial information needs. Eight experts from different organisations (Metsähallitus, City of Helsinki, Uusimaa Recreation Area Association Uuvi and Suomen Latu r.y.) participated in the event. Prior to the workshop, the participants had answered a survey about their experiences and information needs related to the changing visitations. The discussion progressed from the results of the survey to more in-depth discussions. Below we summarize the key results from the discussions. The recreational use of nature was seen to be changing. Recreational use is increasing and its temporal rhythms are changing. At the same time, the visitor base becomes more diverse because of the general diversification of society and the fact that new user-groups have started to explore nature. Activities and ways of being in nature are also diversifying. Approaching the changes through four megatrends (social, environmental, political and technological changes). The social and environmental drivers of change were seen as the most important. social changes were identified to be related to the ageing of the population and the diversification of nature visitors. Climate change, as an environmental factor, was identified as the most important driver of change, impacting both nature but also human behaviour. Among the political drivers of change, particularly the increasing polarisation of society emerged in the discussion. In addition, political decisions relating to everyone's rights, biodiversity protection and resources directed for the management of recreational areas were seen as important. Technological changes were identified as important and this change taking place as part of the broader technologization of society. On the one hand, this general technologization increases the opportunities for access to and sharing of information. On the other hand, the increased ‘measurement culture’ also affects the amounts of recreational use, as people are aiming to reach their kilometer or step targets. The information needs of organisations were recognized to include 1) planning of management actions, 2) justifying one's own activities for securing funding and 3) informing visitors. Information is needed on visitor flows and their spatial and temporal distribution. In addition, information about the visitors themselves was considered necessary, especially as the visitor base is becoming more diverse. The workshop participants also expressed concern about those who do not visit recreational areas: how get more information about them and the factors that limit nature visits. Collecting visitor data was seen as expensive and time-consuming, which is why finding new kinds of data sources has potential. Mobile data was evaluated as an interesting source of information and its various aspects were discussed through a SWOT analysis. However, it was clear that in operational use, information must be reliable and easily accessible and some doubts were raised on the potential of mobile big data from this aspect. The event was organised by Aina Brias Guinart, Matti Hästbacka, Tatu Leppämäki, Jussi Torkko and Tuuli Toivonen. Johanna Eklund participated in the workshop from maternity leave. More information about the event or research can be found on the project's website or by e-mail to the project's researchers: mobicon-project@helsinki.fi. The MOBICON project will operate from 2022 to 2026 and it is funded by Kone Foundation. Website: https://www.helsinki.fi/en/researchgroups/digital-geography-lab/projects/mobicon.
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Meyer, Erik. Cabrillo National Monument: Acoustic monitoring report, 2021. National Park Service, 2024. http://dx.doi.org/10.36967/2303446.

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This study arose from the Cabrillo National Monument (CABR) Resource Stewardship Strategy (RSS), which identified the need for baseline acoustic surveys in the park. One of the RSS stewardship goals was to minimize anthropogenic sounds outside and inside park boundaries to enhance the visitor experience. A Technical Assistance Request (TAR) for natural sounds inventory was submitted to the Natural Sounds and Night Skies Division. Therefore, in May 2021, the NSNSD gathered acoustic data at two sites in CABR to provide park managers with information about the acoustic environment, sources of noise, and the existing ambient sound levels within the park. On average, noise was present from 95 to 99 percent of the time across the two sites. The most common sources of noise were aircraft, motor sounds, and a foghorn. The maximum percent time audible for any detailed noise source was the foghorn at site CABR001, audible for 95% of a 24-hr period over 10 days of listening. Motor sounds were most audible at site CABR002, audible for 68% of the time. Overall, existing ambient sound levels (LA50) at sites at CABR were 39.5 and 43.1 dB during the day and 34.7 and 42.5 dB at night during the sampling period (CABR001 and CABR002, respectively). Natural ambient sound levels (LAnat) were 30.2 and 38.0 dB during the day and 26.6 and 38.4 dB at night for CABR001 and CABR002 respectively, although these measurements were likely influenced by the high prevalence of noise. As a supplement, a geospatial sound model predicts existing and natural ambient sound levels at CABR are 46.0 (dBA) and 31.4 (dBA), respectively.
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Bonebrake, Victoria, Kelly Riedinger, Victoria Sellers i Zach Williams. MoZAICS Project: State of the Field Study. Summary of Findings from Survey #3, Individual and Organizational Readiness. Oregon State University, styczeń 2024. http://dx.doi.org/10.5399/osu/1169.

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The following pages describe initial findings from the third of three surveys administered in a state of the field study as part of the Modeling Zoos and Aquariums as Inclusive Communities of Science (MoZAICS) for Autistic Individuals project. This study was designed to look across the Association of Zoos and Aquariums (AZA) field to understand what inclusive practices zoos and aquariums are currently using to support autistic individuals across the full zoo/aquarium experience (e.g., general visit, programs, events, design of learning experiences, volunteering, internships and employment). In the third survey, zoo and aquarium employees responded to open- and closed-ended prompts that asked respondents to reflect on their as well as their organization’s readiness to support the inclusion of autistic individuals through awareness, preparation, commitment of resources, and other factors that may affect one’s ability to implement inclusive practices. Respondents were also asked to reflect on what kinds of supports would help them to be better prepared to implement inclusive practices for autistic individuals (both staff and visitors).
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McKnight, Katherine, Nitya Venkateswaran, Jennifer Laird, Rita Dilig, Jessica Robles i Talia Shalev. Parent Teacher Home Visits: An Approach to Addressing Biased Mindsets and Practices to Support Student Success. RTI Press, wrzesień 2022. http://dx.doi.org/10.3768/rtipress.2022.op.0077.2209.

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Research has shown educators’ implicit biases to be a key factor in creating and perpetuating disparities in students’ experiences of schooling, learning, and longer-term outcomes, including job opportunities, wealth, and health. Current school reform and transformation efforts are aimed at addressing institutionalized racism in school policies, practices, and cultural systems by implementing implicit bias training for teachers and staff. In this paper, we explain how a school home visits program, Parent Teacher Home Visits (PTHV), is a promising intervention for counteracting implicit biases and improving outcomes for families and students. The PTHV “relational” home visit model focuses on promoting mutually supportive and accountable relationships between educators and families. We present data from a study examining the experiences of 107 educators and 68 family members who participated in PTHV, showing how educators shifted their deficit assumptions about families and students. Although the PTHV model was not created to address implicit biases, we found that the key components of these home visits align with strategies that psychological research has demonstrated effectively counteracting implicit biases and reducing discriminatory behaviors.
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Videa, Aldo, i Yiyi Wang. Inference of Transit Passenger Counts and Waiting Time Using Wi-Fi Signals. Western Transportation Institute, sierpień 2021. http://dx.doi.org/10.15788/1715288737.

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Passenger data such as real-time origin-destination (OD) flows and waiting times are central to planning public transportation services and improving visitor experience. This project explored the use of Internet of Things (IoT) Technology to infer transit ridership and waiting time at bus stops. Specifically, this study explored the use of Raspberry Pi computers, which are small and inexpensive sets of hardware, to scan the Wi-Fi networks of passengers’ smartphones. The process was used to infer passenger counts and obtain information on passenger trajectories based on Global Positioning System (GPS) data. The research was conducted as a case study of the Streamline Bus System in Bozeman, Montana. To evaluate the reliability of the data collected with the Raspberry Pi computers, the study conducted technology-based estimation of ridership, OD flows, wait time, and travel time for a comparison with ground truth data (passenger surveys, manual data counts, and bus travel times). This study introduced the use of a wireless Wi-Fi scanning device for transit data collection, called a Smart Station. It combines an innovative set of hardware and software to create a non-intrusive and passive data collection mechanism. Through the field testing and comparison evaluation with ground truth data, the Smart Station produced accurate estimates of ridership, origin-destination characteristics, wait times, and travel times. Ridership data has traditionally been collected through a combination of manual surveys and Automatic Passenger Counter (APC) systems, which can be time-consuming and expensive, with limited capabilities to produce real-time data. The Smart Station shows promise as an accurate and cost-effective alternative. The advantages of using Smart Station over traditional data collection methods include the following: (1) Wireless, automated data collection and retrieval, (2) Real-time observation of passenger behavior, (3) Negligible maintenance after programming and installing the hardware, (4) Low costs of hardware, software, and installation, and (5) Simple and short programming and installation time. If further validated through additional research and development, the device could help transit systems facilitate data collection for route optimization, trip planning tools, and traveler information systems.
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Puttkammer, Annette, i Vita Wright. Linking wilderness research and management-volume 2. Defining, managing, and monitoring wilderness visitor experiences: an annotated reading list. Ft. Collins, CO: U.S. Department of Agriculture, Forest Service, Rocky Mountain Research Station, 2001. http://dx.doi.org/10.2737/rmrs-gtr-79-v2.

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