Using New Tools to Attract Visitors to Museums and Heritage Sites

2022 ◽  
pp. 291-310
Author(s):  
Lia Bassa ◽  
Melanie Kay Smith ◽  
Árpád Ferenc Papp-Váry

This chapter discusses the ways in which museums and heritage sites have adapted to the need to create technology-based experiences in recent decades culminating in the intensive online provision during the COVID period. The aim of both online and live visits should be as inclusive as possible of different audiences, stimulating interesting, rich, multi-cultural experiences that encourage re-visitation or at least recommendation to others. Ideally, sites should create meaningful as well as memorable experiences. This process includes several aspects and is very complex requiring the combination and harmonisation of education, heritage interpretation, marketing skills, and local initiatives. This chapter uses case studies to analyse the extent to which museums are rising to these challenges above, including the principles of the so-called ‘new museology', the need for more innovative technology to create visitor experiences, and COVID-19.

2021 ◽  

The use of big data is becoming increasingly important across the tourism sector and the value chain. With this publication, UNWTO intends to provide a baseline research on using big data by tourism and culture stakeholders, in order to improve the competitiveness of cultural tourism and reinforce its sustainability. The study sets the basis to connect tourism, culture and new technologies for mutual benefits, while calling for a reflection on the ethical implications for policymakers, businesses and end-users. The selection of case studies illustrates the most frequent case-scenarios of the use of big data in cultural tourism within destinations, compiled during the research. As the new technologies are facing ever-evolving scenarios, their use will be harnessed by the tourism sector in its endeavour to innovate and provide new cultural experiences.


2021 ◽  
Author(s):  
◽  
Jessica Aitken

<p>The practice of contemporary heritage interpretation has seen increased investment in digital technologies and more recently in mobile applications. However, few empirical studies assess how effective mobile apps are to the visitor experience of heritage sites. What kind of visitor experience do mobile apps provide? How do mobile apps deliver on the aims of interpretation for heritage sites? What types of apps work best? What are the challenges for developers and heritage professionals?  A qualitative research approach is used to examine two case studies; High Street Stories: the life and times of Christchurch’s High Street Precinct and IPENZ Engineering Tours: Wellington Heritage Walking Tour. These case studies ask what kind of experience mobile apps offer as an interpretation tool at these heritage sites. To investigate the topic, email interviews were carried out with heritage professionals and digital developers; together with qualitative interviews with visitors recruited to visit the case study sites using the mobile applications.   This study explores two current examples of mobile app technology in the heritage sector in a New Zealand context. The results of this study aim to augment current literature on the topic of digital interpretation. This study seeks to offer heritage managers and interpreters some key factors to consider when making decisions regarding the methods used to present and interpret heritage sites to visitors and in developing new interpretation and digital strategies that include mobile applications. Although each scenario presents its particular set of considerations and all heritage sites are different, it is hoped these recommendations can be applied and offer working models and strategies.</p>


2022 ◽  
Vol 07 (01) ◽  
pp. 64-84
Author(s):  
R. Wimalasuriya ◽  
A. Kapukotuwa ◽  
G. Ranasinghe

On-site heritage interpretation plays a vital role in cultural heritage sites in conveying the significance and multiple heritage values to the visitors. In an era where the world is transforming with innovative digital applications, the heritage sites are also being integrated with digital interpretation techniques to deliver a better interpretation and new dimensional experience to the visitors. Though multiple digital solutions are available, not all the techniques are appropriate, applicable and feasible to every site. Besides, neither proper worldwide principles nor framework has been exerted for these digital heritage interpretation developments. Therefore, this study is focused on building a generic conceptual framework to select the most appropriate digital interpretation technique(s) that fit the context of the heritage site, giving special reference to the six Cultural World Heritage Sites of Sri Lanka. The relevant qualitative and quantitative data were gathered via in-depth interviews, field observation, literature survey and a visitor survey questionnaire. The main themes and sub-themes derived through the thematic analysis were adopted as the theoretical framework for the research to analyze the collected data of the six Cultural World Heritage Sites and the selected digital techniques. Based on the results, the study recommends appropriate digital techniques for each Cultural World Heritage Sites of the country. Further as aimed, the study presents a conceptual framework for on-site digital interpretation developments for cultural heritage sites by categorizing the 24 criteria derived for data analysis under five phases namely ‘Prepare’, ‘Assess’, ‘Design’, ‘Implement’ and ‘Sustain’.


In Hungary, there are a large number of built heritage. Of these, this current research focuses on the castles. Nowadays castles can be filled with many functions, such as schools, common lodging houses, hospitals or residential buildings. The most optimal form of usage is tourism utilization, such as museums, hotels, event venues. Organizing festivals is also a tool for this, it generates revenue for the castle, and makes it widely available to enhance the visibility and acquaintance of the venues. A festival is also intended to suffice the needs of tourists and local people, and these castles provide a suitable scene for this. Thus, the current research aims to present and evaluate the form of utilization of castles in which festivals are organized. The study aims to answer the research question through several case studies, that festivals contribute to the survival of the castles as they generate revenue and create more attractive destinations. To answer this question, a primary research method is needed where interviews with the owners of the venues and the festival directors come to the fore. In addition, the available secondary data are required that numerical support the generated revenue and number of visitors alike. In the end, the research will be carried out where both the utilization of the castles and the festival tourism will be of paramount importance and a joint impact assessment will be implemented.


2014 ◽  
Vol 10 (5) ◽  
pp. 131-322
Author(s):  
Lola Teruel ◽  
Maryland Morant ◽  
Maria Jose Vinals

Tour guides and heritage interpreters are central to the development of experiential tourism. This form of tourism aims at delivering memorable and personalised visitor experiences by developing activities that induce physical, emotional, spiritual and intellectual connections with a specific destination, its resources and its population. In this sense, thematic approaches to heritage interpretation allow heritage resource managers to clearly convey messages by promoting awareness and respect for heritage resources. Dimensions of competency related to heritage interpretation are explored in both formal and informal Spanish education systems. Significant learning methods are designed to achieve these dimensions of competency by allowing the student tour guide to serve the subject of an activity by dramatising interpretive content.This paper describes the experience of the degree programme in Tourism Management at the Polytechnic University of Valencia (Universitat Politnica de Valencia), which applies curricula that involve designing, producing and implementing dramatised tours. A critical assessment of this program is carried out to evaluate the experiences and academic progress of students and other individuals involved in the programs development.


2021 ◽  

Abstract This book on visitor experiences in nature-based tourism destinations demonstrates current knowledge using empirical evidence covering six continents. It provides insights into conceptual issues as well as case studies. Content is presented in three main parts: 'Nature-based Experiences in Tourism', 'Managing the Nature-based Tourism Experience' and 'Visitor Experiences and Destination Management'. The book has 16 chapters and a subject index.


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


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