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Artículos de revistas sobre el tema "Museum visitors"

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1

Hanif, Asyharudin, Ihfadz Lucky Alfa Saputra Lucky Alfa Saputra, Dewi Putri Mardiana Putri Mardiana, and Rangga Primadasa. "PERBANDINGAN SERVICE QUALITY MUSEUM KRETEK DENGAN MUSEUM JENANG KUDUS." Journal of Industrial Engineering and Technology 1, no. 1 (2020): 18–24. http://dx.doi.org/10.24176/jointtech.v1i1.5619.

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In Kudus district, has two museums which Museum Kretek and Museum Jenang Kudus. In 2018 the number of visitors to the Museum Kretek reached 102,998 visitors, while the total visitors to the Musuem Jenang Kudus reached 397,625. The difference reaching 294,627 raises the question of how the service quality between the two museums. This study used the SERVQUAL Model method to determine the service quality of the two Musuem as well as a comparison of the service quality of the Museum Kretek and the Museum Jenang Kudus. The results of the study revealed that of the 100 reapondents who had visited t
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2

Jamaludin, Juaini, Normaziana Hassan, and Syahrini Shawalludin. "An Analysis of Visitors’ Etiquette Pattern in Muzium Negeri Kedah, Alor Setar, Malaysia." International Journal of Research and Innovation in Social Science VIII, no. X (2024): 1881–91. http://dx.doi.org/10.47772/ijriss.2024.8100162.

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Museums are vital organizations that teach individuals about culture and history. In most museums, some elements enhance visitors’ anticipation of enjoying the exhibits and collections beyond the layout and other factors. However, some visitors or museum enthusiasts may have been distracted by other challenges, such as time constraints that limit their ability to view the entire exhibition areas within the museums. Unless the museum’s layout allows sufficient viewing time for each display, visitors lack adequate time to explore all the exhibits. The museum’s organization must ensure an improve
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3

ZHOU, Lichuan, and Romlah RAMLI. "FACTORS INFLUENCING THE VISITOR SATISFACTION OF INTANGIBLE CULTURAL HERITAGE MUSEUMS IN CHINA: A CROSS-SECTIONAL QUANTITATIVE STUDY." GeoJournal of Tourism and Geosites 58, no. 1 (2025): 501–11. https://doi.org/10.30892/gtg.58147-1432.

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This study investigates the factors influencing visitor satisfaction in Intangible Cultural Heritage (ICH) museums. It focuses on identifying how specific elements such as service management, facilities and environment, business atmosphere, and exhibition content contribute to visitors' perceived value, experience, and overall satisfaction. A quantitative research approach was employed, utilizing a questionnaire survey administered to 329 visitors from three ICH museums in China. The survey collected data on visitors' perceptions of museum attributes and their impact on satisfaction. Statistic
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4

Ahmed, Ola M. Mohammed. "Interior Design of Museums Display Through Advanced Technologies in An Attractive Journey for Visitors." International Journal of Engineering & Science 13, no. 11 (2024): 55–67. http://dx.doi.org/10.9790/1813-13115567.

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This study explores thetransformative potential of integrating advanced technologies, particularly Extended Reality (XR-AR/VR), into the design of museum exhibits. The goal is to redefine user experiences and revolutionize interior museum design. Introducing these advanced technologies into the museum industry is poised to alter future designs significantly. In response to the challenge of attracting and engaging audiences, integrating augmented and virtual reality into museum designs is a promising strategy to foster connections between visitors and concepts, history, and nature. The study em
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5

Yasukawa, Keiko, Jacquie Widin, Vic Smith, et al. "Examining Museum Visits as Literacy Events: The role of mediators." Literacy and Numeracy Studies 21, no. 1 (2013): 85–104. http://dx.doi.org/10.5130/lns.v21i1.3331.

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Museum exhibitions are literacy rich environments. Visitors may engage with a range of texts including texts that constitute the exhibition objects themselves, those that convey information about the objects and those that instruct visitors about how the visitors are expected by the museum to navigate through the exhibition. The ways in which visitors engage with these diverse texts are important defining factors of the visitors’ museum experience.For museums, understanding how texts in their exhibitions are influencing the museum experience, and the possibility of a museum experience for the
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6

Hua, Lei, Wahiza Abdul Wahid, Noor Azly Mohammed Ali, and Jianhua Dong. "Culture and Technology: Visitor Experiences at the Palace Museum and China Science Museum." Environment-Behaviour Proceedings Journal 10, no. 32 (2025): 49–55. https://doi.org/10.21834/e-bpj.v10i32.6679.

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The Palace Museum emphasises historical and cultural preservation, whereas the China Science and Technology Museum focuses on interactive engagement and technological innovation. This research used text-mining techniques to analyse 8,243 visitor comments to identify key differences influencing perceptions of museum experience satisfaction. Keyword extraction, semantic network analysis, and LDA topic modelling were conducted. The Palace Museum visitors typically addressed the historical atmosphere, crowd density, and guide services. In contrast, the science museum visitors highlighted interacti
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7

Borges, Priscila Lopes d'Avila. "Museu Imperial: narrar entre as reticências da memória e as exclamações da História." Revista Discente Ofícios de Clio 5, no. 8 (2020): 187. http://dx.doi.org/10.15210/clio.v5i8.19023.

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O presente trabalho propõe a análise dos discursos produzidos na visita guiada do Museu Imperial (Petrópolis-RJ), bem como o estudo de elementos materiais da exposição permanente da instituição. A composição hegemônica formulada pelo museu, como retrato da sociedade oitocentista, promove silenciamentos ensurdecedores acerca de temas sensíveis da história do Brasil, restringindo a percepção dos visitantes. O artigo indica alguns desafios do uso pedagógico de museus históricos. Em seguida, apresenta dados coletados em visitas observadas em pesquisa de campo, entre os anos de 2017 e 2018, com o o
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8

Zhao, Xingyu, Ruohan Mao, and Jingfang Ai. "Are We on the Same Page? Chinese General Visitors’ Perception of the Role of Museums in Sustainable Development." Sustainability 16, no. 22 (2024): 9768. http://dx.doi.org/10.3390/su16229768.

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The issue of sustainability has emerged as a focal point within the museum sector. This article aims to investigate the perceptions and attitudes of Chinese general visitors towards museums and sustainability. To achieve this, we employed a visitor evaluation approach, with inhabitants of the Chinese mainland serving as the target population. We conducted a survey using an online questionnaire, yielding a total of 1260 valid samples. The study finds that most museum visitors in mainland China see a strong link between museums and sustainable development, with factors like age, gender, educatio
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9

Vesci, Massimiliano, Emanuela Conti, Chiara Rossato, and Paola Castellani. "The mediating role of visitor satisfaction in the relationship between museum experience and word of mouth: evidence from Italy." TQM Journal 33, no. 1 (2020): 141–62. http://dx.doi.org/10.1108/tqm-02-2020-0022.

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PurposeThis paper aims to analyse the quality of experience in the Italian art museum context and to understand the mediating role of satisfaction between museum experiences and visitors' word-of-mouth (WOM) behavioural intentions.Design/methodology/approachThis exploratory study adopted a quantitative methodology. Visitors to Italian art museums were interviewed, and the results were examined using exploratory factor analysis and regression analysis.FindingsThe analysis shows that the following museum experience dimensions were present in the Italian art museum context: aesthetics, escapism a
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10

Opait, Gabriela, Cosmin Ilie, and Alexandru Capatina. "Dealing with uncertainty in predicting the flows of visitors in Romanian museums." Proceedings of the International Conference on Business Excellence 15, no. 1 (2021): 170–84. http://dx.doi.org/10.2478/picbe-2021-0017.

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Abstract Understanding museum visitors’ behavioral patterns may help in predicting their number of visits. The aim of the research is to identify the trend models associated with the number of visitors, in 2012-2019, in 2 national museums in the top of the most visited museums in Romania: the National Museum of Natural History “Grigore Antipa” in Bucharest and the National Museum “Peles” in Sinaia and forecast the number of visitors to these objects in 2020 and 2021. Subsequently the same methods were used to analyze the total number of visitors to museums in Romania in 2012-2019 and to foreca
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11

Alfonsi, Leonardo. "Literature review." Journal of Science Communication 04, no. 04 (2005): C07. http://dx.doi.org/10.22323/2.04040307.

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Few research studies have been conducted on the interpreter’s role in a Science Centre. Although the importance of this role is always stressed by museum practitioners, it seems that anecdotal evidence is the main source of information on this theme. The experience of a visitor in a Science Centre as well as in other museums has, among other things, well defined social dimensions. These dimensions are crucial in determining the quality and enjoyment of a visitor’s experience. There is evidence that suggests visitors go to a museum to meet others. Among the people that visitors meet in a Scienc
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12

Huo, Hong, Keqin Shen, Chunjia Han, and Mu Yang. "Measuring the relationship between museum attributes and visitors: An application of topic model on museum online reviews." PLOS ONE 19, no. 7 (2024): e0304901. http://dx.doi.org/10.1371/journal.pone.0304901.

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In recent years, cultural tourism has increasingly embraced museum visits. Museums serve as both cultural heritage guardians and integral parts of tourist destinations, significantly impacting visitor satisfaction and experience. Moreover, online museum reviews have become a crucial indicator of museum service quality, visitor experience, and public feedback in the digital age. An analysis of online reviews on major tourism websites and social media platforms can assist museums in developing appropriate management strategies. This study employed the structural topic model (STM) to analyze onli
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13

Del Chiappa, Giacomo, Luisa Andreu, and Martina G. Gallarza. "Emotions and visitors’ satisfaction at a museum." International Journal of Culture, Tourism and Hospitality Research 8, no. 4 (2014): 420–31. http://dx.doi.org/10.1108/ijcthr-03-2014-0024.

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Purpose – This research aims to investigate whether emotions can be considered as a suitable variable to segment visitors at a museum. Furthermore, it seeks to analyse whether emotions influence visitor satisfaction and whether this depends on objective variables (such as age, gender and level of education) or not. Design/methodology/approach – A structured questionnaire was developed and data were collected at the National Museum of Archaeology “G.A. Sanna” in Sardinia (Italy) via 410 face-to-face interviews. Hierarchical and non-hierarchical cluster analyses and a series of chi-squared tests
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14

Nuraryo, Imam. "Manajemen komunikasi museum dan pengaruhnya pada kepuasan pengunjung museum sejarah di Bandung." Jurnal Manajemen Komunikasi 4, no. 2 (2020): 19. http://dx.doi.org/10.24198/jmk.v4i2.24519.

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The purpose of this study was to determine how much influence the management of communication consisting of providing information on national and historical values to museum visitors, maintaining good communication between officers and visitors of the museum, and implementing the etiquette and manners to the satisfaction of the visitors to one of the historical museums of struggle in the city of Bandung.The concept used in this study is the three functions of public relations from Bertrand R Canfield, which have been modified into three functions of communication management of museum services.
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15

Mangione, Gemma. "Making Sense of Things: Constructing Aesthetic Experience in Museum Gardens and Galleries." Museum and Society 14, no. 1 (2017): 33–51. http://dx.doi.org/10.29311/mas.v14i1.624.

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Studies of museum behaviour in sociology often examine how external environments shape organizational practice. Through an ethnographic study, this article considers programmes for visitors with disabilities at a major metropolitan art museum and botanical garden to ask how ‘sensory conventions’ vary across museums, and with what effects. I trace how museum staff construct the aesthetic experience of art and nature differently to shape how visitors use their senses, and which senses they use, when interacting with museum collections. Examining aesthetic meanings across different kinds of museu
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16

Andreas, Handojo, Octavia Tanti, Lim Resmana, and Kurnia Anggita Jonathan. "Indoor positioning system using BLE beacon to improve knowledge about museum visitors." TELKOMNIKA Telecommunication, Computing, Electronics and Control 18, no. 2 (2020): 792–98. https://doi.org/10.12928/TELKOMNIKA.v18i2.14886.

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Generally, a museum has many locations and artifacts collection that display for visitors. Museum manager often have difficulty in obtaining information on visitors behavior such as, is there are particular locations/artifacts in the museum that are frequently/rarely visit by museum visitors, how long visitors spend their time in particular locations/artifacts, etc. The purpose of this study is try to build a suitable system in order to improve knowledge about the behavior of museum visitors by identifying the position of visitors in the museum. This study uses Bluetooth Low Energy (BLE) Beaco
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17

Guo, Sifan, Xuesen Zheng, and Timothy Heath. "Research on the Design of Community Museums Based on the Fuzzy Comprehensive Evaluation Method." Sustainability 14, no. 17 (2022): 10802. http://dx.doi.org/10.3390/su141710802.

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The new museum movement of the twentieth century has driven the development of the form and function of museums around the world. Museums began to be actively open to the public, and some new concepts of museums, such as eco-museums and community museums, emerged. The aim of these museums is to build a cultural bridge between people and the city and to promote the harmonious development of society, economy, and culture. The visitors, as the service targets of the museum, will directly influence the popularity of the museum among the masses by their evaluation of the museum experience; however,
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18

Kempf, Katalin, Beatrix Vincze, and András Németh. "Museumspädagogik im digitalen Raum und die Pandemiezeit ‒ ihre transitiven Prozesse und Rituale." Historia scholastica 8, no. 2 (2022): 145–70. http://dx.doi.org/10.15240/tul/006/2022-2-008.

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As a specific pedagogical transformation of the above-mentioned cultural anthropological approach, the article attempts to answer the questions motivated by museum pedagogy. They are: a) What transitional processes are evident in the world of traditional museums because of digitalisation in the informal processes of museum knowledge transfer? b) How do these processes affect the behaviour of museum visitors and the rituals of the museum visit itself? The topicality of the research to be presented is that museums closed because of the COVID pandemic have been permanently transformed into virtua
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19

Zhang, Meiying, and Evan Anthony Arias. "Predictors of Visitors’ Satisfaction of Public Museum Services: A Case Study of Jiangmen Overseas Chinese Museum." Psychology and Education: A Multidisciplinary Journal 38, no. 10 (2025): 1158–62. https://doi.org/10.70838/pemj.381008.

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This study examined the predictors of visitors’ satisfaction with public museum services, using the Jiangmen Overseas Chinese Museum as a case study. A descriptive research design was employed, and data were collected from 396 visitors through structured questionnaires. The study focused on four key service dimensions exhibition content, service facilities, employee services, and cultural expression while considering visitor demographics such as age, sex, education, and occupation. Results showed that exhibition content exerted the strongest influence on satisfaction, accounting for 51.36% of
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20

Asmara, Dedi. "Peran Museum dalam Pembelajaran Sejarah." Kaganga:Jurnal Pendidikan Sejarah dan Riset Sosial-Humaniora 2, no. 1 (2019): 10–20. http://dx.doi.org/10.31539/kaganga.v2i1.707.

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This study aims to find out how the role of the museum in learning history. The method used in this study is qualitative research to understand the phenomenon of what is experienced by research subjects. The results showed that with the shift of the museum paradigm from collection (collection oriented) to visitors (visitor oriented), the wider community had more access to museum collections. The museum must provide various access for visitors so that they can get the opportunity to use facilities and services, research and study collections, display offerings, including consultations with muse
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21

Nugraheni, Nur Endah, Ghifari Yuristiadhi Masyhari Makhasi, Endang Soelistiyowati, Shu-Chuan Chen, Mei-Ru Chen, and Chia-Chen Chang. "Challenges of internationalization of the Indonesian museum guides' communication skills competency." International Journal of Communication and Society 4, no. 1 (2021): 92–101. http://dx.doi.org/10.31763/ijcs.v4i1.254.

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As the front guards, museum guides need to master many skills that support the role of transferring information in the museum to every visitor who comes, both domestic and foreign. More specifically, every museum guide must master foreign language skills in order to serve foreign visitors. Unfortunately, not all museum guides have foreign language skills, especially English, and other supporting skills such as curation, communication, and public speaking. This paper investigates the limited ability of English mastery and other supporting skills of museum guides in two government-owned museums
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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 (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 argu
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Tsiropoulou, Eirini, George Kousis, Athina Thanou, Ioanna Lykourentzou, and Symeon Papavassiliou. "Quality of Experience in Cyber-Physical Social Systems Based on Reinforcement Learning and Game Theory." Future Internet 10, no. 11 (2018): 108. http://dx.doi.org/10.3390/fi10110108.

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This paper addresses the problem of museum visitors’ Quality of Experience (QoE) optimization by viewing and treating the museum environment as a cyber-physical social system. To achieve this goal, we harness visitors’ internal ability to intelligently sense their environment and make choices that improve their QoE in terms of which the museum touring option is the best for them and how much time to spend on their visit. We model the museum setting as a distributed non-cooperative game where visitors selfishly maximize their own QoE. In this setting, we formulate the problem of Recommendation
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24

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 (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 softwar
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25

Charapan, Nadzeya. "Communication Matters: How Do Visitors Interact with Ethnographic Open-Air Museums?" Informacijos mokslai, no. 83 (December 20, 2018): 142–54. http://dx.doi.org/10.15388/im.2018.83.9.

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[full article, abstract in English; abstract in Lithuanian]
 Though the concept of an ethnographic open-air museum is not a new one, little is known about the interplay between a visitor and an amalgam museum setting. Ethnographic open-air museums are complex spaces with shared qualities of outdoor sites and indoor museums. Grounded in Gibson’s theory of affordances (1979), the article explores how visitors interact within and in relation to the hybrid space of ethnographic open-air museum and how communication shapes their interactions. The analysis is based on a qualitative study of vis
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Ding, Lilan, and Nurul Hanim Romainoor. "A study on the perception of Sichuan Museum tourism experience based on web text analysis." Journal of Social Science and Humanities 5, no. 5 (2022): 1–9. http://dx.doi.org/10.26666/rmp.jssh.2022.5.1.

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Museum tourism forms a key element of cultural tourism. Museums are a microcosm of local culture, allowing tourists a window into local history, culture and characteristics in a time and physical space. Using the Sichuan Museum as a case study, this paper uses Python data mining techniques to crawl a total of 4332 visitor web reviews. The text content analysis method was used to explore the characteristics of visitor perceptions of their experience during the Sichuan Museum tour. The results revealed that visitors' behavior is mainly characterized by the following four aspects: "visiting, feel
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Šveb Dragija, Marta, and Daniela Angelina Jelinčić. "Can Museums Help Visitors Thrive? Review of Studies on Psychological Wellbeing in Museums." Behavioral Sciences 12, no. 11 (2022): 458. http://dx.doi.org/10.3390/bs12110458.

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Museums are expected to prove their social value and ability to have a long-term social impact. Hence, in order to do so, museums, as experience hubs and the most-visited cultural attraction, may use their potential to offer experiences that could help visitors thrive by increasing their psychological wellbeing. Although psychological wellbeing has been a hot topic, the synthesized and holistic review of the literature on this theme has been lacking in regard to museums. Hence, we conducted an analysis using the PRISMA protocol to answer two research questions: (1) Can museums increase the vis
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Rani, Sunanda, Dong Jining, Dhaneshwar Shah, Siyanda Xaba, and Prabhat Ranjan Singh. "Exploring the Potential of Artificial Intelligence and Computing Technologies in Art Museums." ITM Web of Conferences 53 (2023): 01004. http://dx.doi.org/10.1051/itmconf/20235301004.

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The research intends to explore how Artificial Intelligence (AI) and computing technology can be used to create a more immersive and enjoyable experience within the context of a museum visit. Specifically, the study aims to identify ways in which AI and computing technologies can be leveraged to enrich the visitor’s experience, including by providing interactive content, automated personalization, and real-time access to relevant information. Additionally, the research will assess the potential for AI and computing technology to support improved data analytics and utilization of resources with
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Ivanov, Rosen. "ExhibitXplorer: Enabling Personalized Content Delivery in Museums Using Contextual Geofencing and Artificial Intelligence." ISPRS International Journal of Geo-Information 12, no. 10 (2023): 434. http://dx.doi.org/10.3390/ijgi12100434.

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In recent years, there has been an increasing demand for personalized experiences in various domains, including the cultural and educational sectors. Museums, as custodians of art, history, and scientific knowledge, are seeking innovative ways to engage their visitors and provide tailored content that enhances their understanding and appreciation of the exhibits. This article presents ExhibitXplorer, a distributed architecture service that leverages geofencing, artificial intelligence, and microservices to enable personalized content delivery in museums. By combining implicit and explicit segm
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Soshnikov, Andrii. "Comfort as the Main Basis of Museum Communication." Bulletin of Kyiv National University of Culture and Arts. Series in Museology and Monumental Studies 3, no. 2 (2020): 161–71. https://doi.org/10.31866/2617-7943.3.2.2020.221106.

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The purpose of the article is to identify priorities for creating a comfortable environment in museums as the main basis of museum communication. The research methodology lies in applied methods of analysis, synthesis and creative generalizations of empirical material. The scientific novelty of the research is in the fact that this article begins in Ukrainian museology the analysis of comfort in a museum as the basic basis of museum communication. Conclusions. Summing up, it should be noted that the modern visitor has long ceased to be a passive observer, he
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Ivanov, Rosen. "An Approach to Developing Internet of Things (IoT) - Based Services for Smart Museums." Digital Presentation and Preservation of Cultural and Scientific Heritage 9 (September 13, 2019): 111–22. http://dx.doi.org/10.55630/dipp.2019.9.9.

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The aim of each museum is to present its exhibits in a way that enhances the visitor experience, satisfaction and knowledge. This objective is difficult to achieve, especially in museums with a very large number of exhibits and visitors. One possible solution is to use the modern Internet and mobile technologies in order to implement a service for personalized information delivery. The content that is delivered to visitors should be consistent with their preferences and free time. The paper presents an Internet of Things (IoT) - based solution for delivering personalized content to museum visi
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32

Goestien, Chintya Sagita, Dianing Ratri, and Andriyanto Wibisono. "Learning Experience in the Mini Museum Atsiri Oil in Sarinah Jakarta Indonesia with the Application of Video Mapping Technology." Indonesian Journal of Multidiciplinary Research 3, no. 2 (2023): 465–76. https://doi.org/10.17509/ijomr.v3i2.61877.

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In the last two decades, museums have experienced rapid changes in the application of technology. Some museums use digital technology to stimulate visitor curiosity and present collections interestingly. Technological developments can be enjoyed by various age groups and become an opportunity to attract visitors, especially young people. The mini museum Atsiri Sarinah Jakarta presents the experience of plants with the application of digital technology, one of which is video mapping. Applying elements that visitors really like because they have aesthetic qualities that have a positive effect, n
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33

Schultz, Éva, and Márton Magyar. "Contemporary aspects of museum spatial interpretation." Recreation 14, no. 4 (2024): 20–27. https://doi.org/10.21486/recreation.2024.14.4.4.

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Museums are classical cultural preservation and mediating institutions and cultural attractions, too. Often termed "lieu de memoire" (places of memory), which, as places of imagination and rites, become their own references through historicization (Nora, 2010). Over the past half-century, museums were redefined as open, integrative, community space (ICOM, 2022). They are therefore part of tourism and everyday experiential spiritual recreation. Our study explores spatial interpretation in museums through theoretical models and examines its impact on visitors, complemented by empirical (pilot) r
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Hede, Anne-Marie, Romana Garma, Alexander Josiassen, and Maree Thyne. "Perceived authenticity of the visitor experience in museums." European Journal of Marketing 48, no. 7/8 (2014): 1395–412. http://dx.doi.org/10.1108/ejm-12-2011-0771.

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Purpose – This paper aims to investigate the authenticity concept and its antecedents and consequences within the context of museums. Design/methodology/approach – A higher-order scale of authenticity is developed and then tested for reliability and validity using a sample of museum visitors. To investigate authenticity in a model with two antecedents and two outcomes, an additional data set was collected. Hypotheses were tested using structural equation modelling. Findings – The results show that perceived authenticity of the museum, the visitor and the materials in the museum are dimensions
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35

Presta, Irene. "Non-visitors: who are they, why is it important to know them?" CADMO, no. 1 (June 2010): 49–61. http://dx.doi.org/10.3280/cad2010-001005.

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Who are the non-visitors in a museum? Why is it important to know them? The answers to these questions inspired the following study, that has been conducted both on a theoretical and practical basis. The results of this research, despite the fact of not having a representative value, have an extremely important documental value. The data collection shows some almost surprising facts, such as the insufficient knowledge about what a museum is. More than half of the interviewed supplied a totally wrong definition for museum. The study of the non-visitor also represents an opportunity to rethink t
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Kasperiuniene, Judita, and Ilona Tandzegolskiene. "Smart learning environments in a contemporary museum: a case study." Journal of Education Culture and Society 11, no. 2 (2020): 353–75. http://dx.doi.org/10.15503/jecs2020.2.353.375.

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Aim. The modern museum becomes an attractive learning place and space where the visitor, depending on age and competence, develops personal experience, and constructs the learning process based on personalized goals. The article aims to reveal how spaces in museums are exploited, in what ways visitors are involved in a narrative that connects the present and the past.
 Concept. The research uses a case-study method to investigate the POLIN Museum of the History of Polish Jews (Poland), Ruhr Museum (Germany), and Vienna Technical Museum (Austria). Within the smart learning environment cont
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Hyun, Hyowon, Jungkun Park, Tianbao Ren, and Hyunjin Kim. "The role of ambiances and aesthetics on millennials’ museum visiting behavior." Arts and the Market 8, no. 2 (2018): 152–67. http://dx.doi.org/10.1108/aam-04-2017-0006.

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Purpose The purpose of this paper is to establish a framework for millennials’ museum visiting behaviour and to explore the moderating effects of aesthetics and ambience for visiting art museums. This study uses the Stimulus–Organism–Response (S–O–R) model (Mehrabian and Russell, 1974) in order to confirm the relationship among variables. Design/methodology/approach The data were collected using online surveys from millennial art museum visitors who had visited a museum within three months. In all, 287 responses were collected. Structural equation modelling was used to analyse the model. Findi
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Ober-Heilig, Nadine, Sigrid Bekmeier-Feuerhahn, and Joerg Sikkenga. "Enhancing museum brands with experiential design to attract low-involvement visitors." Arts Marketing: An International Journal 4, no. 1/2 (2014): 67–86. http://dx.doi.org/10.1108/am-01-2014-0006.

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Purpose – This purpose of this paper is to discuss how experiential design can provide a basis for museums’ branding strategies in order to attract visitors, particularly those visitors with a low involvement with museums. Design/methodology/approach – The authors first analyze the experiential motives that museums should consider as relevant in attracting potential visitors. Consequently, the authors examine effects of experiential design on the participants’ behavior and attitudes, which are relevant for achieving branding objectives and institutional objectives of museums. In an experiment,
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Moro Sundjaja, Arta. "An Adoption of Social Media for Marketing and Education Tools at Museum Industry." Advanced Science Letters 21, no. 4 (2015): 1028–30. http://dx.doi.org/10.1166/asl.2015.5975.

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Museum as a cultural heritage of Indonesia must communicated the history to the community. Current trend of museums visitors is declining, however some museums had increased the number of visitors. The increase of visitors from Museum of Fatahillah caused by marketing tools development. The aimed of this paper is to determine factors that influence the perceived usefulness and perceived ease of use of social media so that museum management can adopt it to promotion and education activities. This paper propose several factors in adoption of social media at museum industry which are crucials for
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Beschastnov, Nikolay N., and Evgeny V. Fedorov. "The Role of Computer Games in Museum Communications: Analysis and Prospects of Use." Общество: философия, история, культура, no. 6 (June 18, 2025): 91–98. https://doi.org/10.24158/fik.2025.6.11.

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The evolution of museums from static repositories of historical artifacts to dynamic centers of learning and visi-tor engagement has become one of the features of museum development in recent decades. Among the many methods currently used to improve visitor interaction, computer games have a definite role to play. They serve several aims in museums. For example, game technologies are used in educating visitors, making the process of learning new knowledge more exciting. In addition, games are able to increase the involvement of visitors and turn passive spectators into active participants of t
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Ásványi, Katalin, and Zsuzsanna Fehér. "Generation Z perspectives on museum sustainability using Q methodology." Muzeológia a kultúrne dedičstvo 11, no. 1 (2023): 19–35. http://dx.doi.org/10.46284/mkd.2023.11.1.2.

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Museums and researchers require knowledge of how museums think about and practice sustainability to understand how sustainability considerations can further be incorporated and institutionalised into museum practice on four pillars: environmental, social, economic and cultural. A systematic literature review was carried out to explore the theoretical background of sustainable museums. This study, which used Q methodology, was designed to determine museum visitors’ preferences related to the most important sustainability elements of museums. The participants in the study were 24 museum visitors
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Xu, Jiayi, and Younghwan Pan. "The Future Museum: Integrating Augmented Reality (AR) and Virtual-text with AI-enhanced Information Systems." Journal of Information Systems Engineering and Management 10, no. 1 (2024): 25826. http://dx.doi.org/10.55267/iadt.07.15439.

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This study examines how AR, virtual text, and AI in future museums affect visitor engagement, knowledge acquisition, emotional response, and social interaction. The study uses econometrics equations, text analysis, thematic qualitative data analysis, and agent-based modelling. The economic models show that virtual text type, depth of knowledge, personalization, accessibility options, and AR museum experiences increase visitor engagement, knowledge, emotional response, and social interaction. Thematic analysis displays visitor viewpoints such as AR curiosity, personalization, and cultural signi
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43

Xu, Jiayi, and Younghwan Pan. "The Future Museum: Integrating Augmented Reality (AR) and Virtual-text with AI-enhanced Information Systems." Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications 15, no. 3 (2024): 373–94. http://dx.doi.org/10.58346/jowua.2024.i3.025.

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This study examines how AR, virtual text, and AI in future museums affect visitor engagement, knowledge acquisition, emotional response, and social interaction. The study uses econometrics equations, text analysis, thematic qualitative data analysis, and agent-based modelling. The economic models show that virtual text type, depth of knowledge, personalization, accessibility options, and AR museum experiences increase visitor engagement, knowledge, emotional response, and social interaction. Thematic analysis displays visitor viewpoints such as AR curiosity, personalization, and cultural signi
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44

Zhu, Lanxin, Feroz De Costa, and Megat Al-Imran Bin Yasin. "Visitor Experience in Digital Museums: Dimensions, Scale Development, and Validation." Studies in Media and Communication 12, no. 3 (2024): 427. http://dx.doi.org/10.11114/smc.v12i3.6969.

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Purpose – Providing visitors with excellent experience is a key challenge faced by digital museum development. However, the dimensionality of visitor experience in digital museums is under-explored, and there is a scarcity of survey scales for measuring multiple dimensions of visitor experience in digital museums. This study aimed to explore the dimensionality of visitor experience in digital museums and develop a survey scale for measuring multiple dimensions of visitor experience in digital museums.Design/methodology/approach – This study adopted a mixed method by interviewing 12 digital mus
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Yoshimura, Yuji, Anne Krebs, and Carlo Ratti. "Network science for museums." PLOS ONE 19, no. 3 (2024): e0300957. http://dx.doi.org/10.1371/journal.pone.0300957.

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This paper introduces network science to museum studies. The spatial structure of the museum and the exhibit display largely determine what visitors see and in which order, thereby shaping their visit experience. Despite the importance of spatial properties in museum studies, few scientific tools have been developed to analyze and compare the results across museums. This paper introduces the six habitually used network science indices and assesses their applicability to museum studies. Network science is an empirical research field that focuses on analyzing the relationships between components
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Breitner, Alberth Reza, and Yoanes Bandung. "Development of Visitor Interest Detection and Tracking System in The Museums." Journal of Sustainable Engineering: Proceedings Series 2, no. 1 (2024): 7–12. https://doi.org/10.35793/joseps.v2i1.1279.

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Understanding what interests’ visitors in museum collections is crucial for improving exhibitions and enhancing the visitor experience. Traditional methods such as surveys and direct observation have limitations, including bias and difficulties in collecting real-time data. This paper presents a web-based system that utilizes advanced computer vision techniques to track and measure visitor interest in real time. The system, developed using the Django framework with JavaScript and HTML for the front end, and SQLite3 for the database, was tested in a live museum setting. It employed a YOLO-based
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Li, Pengpeng. "Cultural communication in museums: A perspective of the visitors experience." PLOS ONE 19, no. 5 (2024): e0303026. http://dx.doi.org/10.1371/journal.pone.0303026.

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As museums shift their responsibilities and functions towards audience-centered approaches, research on exploring museum cultural communication strategies through visitor experiences has gained increasing attention from both academia and industry. This study focuses on the newly opened Nan Song Deshou Palace Relics Site Museum in Hangzhou, China, completed at the end of 2022, and its visitors. Data were collected through on-site surveys and in-depth interviews. The research findings indicate that the current motivations of museum visitors manifest primarily in three forms: knowledge exploratio
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Yuan, Li, and Safial Aqbar Zakaria. "Impact of Digital Technologies in Enhancing the Interactive Experiences: A Cross-Sectional Survey on Modern Museums in China." Journal of Advanced Research in Applied Sciences and Engineering Technology 65, no. 2 (2025): 29–40. https://doi.org/10.37934/araset.65.2.2940.

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This study investigates the impact of digital technologies, namely augmented reality (AR), virtual reality (VR), and interactive exhibits (IE), on enhancing the interactive experiences of visitors in modern Chinese museums. Utilizing a cross-sectional survey design, data was collected from 355 museum visitors across various regions in China. The analysis reveals that both AR and VR significantly enhance visitor engagement and satisfaction, offering immersive experiences that traditional interactive exhibits alone do not achieve. The findings suggest that the depth of immersion provided by AR a
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49

Shuanghu, Wang, and Tetiana Krotova. "STRATEGIES FOR ADVANCING INTERACTIVE DESIGN IN MUSEUM EXHIBITS." УКРАЇНСЬКА КУЛЬТУРА : МИНУЛЕ, СУЧАСНЕ, ШЛЯХИ РОЗВИТКУ (напрям культурологія), no. 49 (December 25, 2024): 533–41. https://doi.org/10.35619/ucpmk.vi49.909.

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This study endeavors to enrich visitors' museum experiences by incorporating diverse interactive and sensory approaches, transcending the conventional media display paradigms in museums.Drawing on the emotional hierarchy framework, it delves into visitors' psychological and behavioral demands within museum exhibition spaces, categorizing them into instinctual, behavioral, and reflective dimensions. Furthermore, the paper explores the evolution of interactive design in museum contexts and its practical manifestations through illustrative case studies.From the angles of perceived experience, int
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50

Sayre, Scott, and Kris Wetterlund. "The Social Life of Technology for Museum Visitors." Visual Arts Research 34, no. 2 (2008): 85–94. http://dx.doi.org/10.2307/20715478.

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Abstract In the past decade writers and researchers have given a fair amount of consideration to the individual adult visitor’s interaction with technology in museums. However, very little has been written about the potential of museum technology and groups of learners—surprising since we know that most visitors come to museums in social groups. This article examines the kinds of interaction and mediated experiences that groups of learners might have with museum technology, and imagines some models for groups of learners and technology for museums in the future.
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