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Year 2019, Volume: 2 Issue: 1, 27 - 38, 28.06.2019

Abstract

References

  • Baber, C., Bristow, H., Cheng, S.L., Hedley, A., Kuriyama, Y. Lien, M., Pollard, J. & Sorrell, P. (2001). Augmenting museums and art galleries. In Hirose, M. (ed.), Human-Computer Interaction (pp. 439-447). Tokyo: IOS Press.
  • Barbara J. Soren (2009) Museum experiences that change visitors. Museum Management and Curatorship, 24(3), 233-251.
  • Barceló, J. A., Forte, M., & Sanders, D. H. (Eds.). (2000). Virtual reality in archaeology. Oxford: Archaeopress.
  • Billock, J. (2017). Five Augmented Reality Experiences That Bring Museum Exhibits to Life. Retrieved from: https://www.smithsonianmag.com/travel/expanding-exhibits-augmented-reality-180963810/ (Accessed: 29 Feb 2019).
  • Bradburne, J.M. (2008). Foreword. In L. Tallon (ed.), Digital technologies and the museum experience (pp. ix-xii). Lanham, MD: ALTAMIRA Press.
  • Britishmuseum (2018). The British Museum with Google. Retrieved from: https://www.britishmuseum.org/with_google.aspx (Accessed: 26 Feb 2019).
  • Bryce, J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1), 7-16.
  • Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and Applications, 51(1), 341-377.
  • Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452-458.
  • Chung, N., Han, H., & Joun, Y. (2015). Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, 50, 588-599.
  • Cohen, E. (1979). A phenomenology of tourist experiences. Sociology, 13, 179-201.
  • Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco: Jossey Bass.
  • Damala, A., Cubaud, P., Bationo, A., Houlier, P., & Marchal, I. (2008). Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts (pp. 120-128). New York: ACM Press.
  • Ding, M. (2017). Augmented reality in museums. Arts Management & Technology Laboratory, Carnegie Mellon University.
  • Falk, J. & Dierking, L. (2000). Learning from museums: Visitor experiences and the making of meaning. Walnut Creek, CA: AltaMira Press.
  • Falk, J. H., & Dierking, L. D. (2016). The museum experience. London: Routledge.
  • Geser, G., & Niccolucci, F. (2012). Virtual museums, digital reference collections and e-science environments. Uncommon Culture, 3(5/6), 12–37.
  • Hall, T. & Bannon, L., (2006). Designing ubiquitous computing to enhance children’s learning in Museums. Journal of Computer Assisted Learning, 22(4), 231-243.
  • Haywood, N. & Cairns, P. (2005). Engagement with an interactive museum exhibit. People and Computer XIX, Vol.1, In Proceedings of HCI 2005 (pp. 113-129), Springer-Verleg.
  • Hein, G.E. (1998). Learning in the museum. Abingdon, OX: Routledge.
  • Holdgaard, N. (2011). The Use of Social Media in the Danish Museum Landscape. In Trant & D. Bearman (Eds.), Museums and the Web 2011: Proceedings. Toronto: Archives & Museum Informatics. Retrieved from:http://www.museumsandtheweb.com/mw2011/papers/the_use_of_social_media_in_the_danish_museum_l (Accessed: 26 Feb 2019).
  • Hooper-Greenhill, E. 2007. Museums and education: Purpose, pedagogy, performance (Museum Meanings). London: Routledge.
  • Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. In A. Inversini & R. Schegg, Proceedings of The Information and communication technologies in tourism 2016 (pp. 621-635). Cham: Springer.
  • Katz, M. (2018). Augmented reality is transforming museums. Retrieved from: https://www.wired.com/story/augmented-reality-art-museums/ (Accessed: 26 Feb 2019).
  • Lee, H. M., & Smith, S. L. (2015). A visitor experience scale: historic sites and museums. Journal of China Tourism Research, 11(3), 255-277.
  • Liarokapis, F., Sylaiou, S., Basu, A., Mourkoussis, N., White, M., & Lister, P. F. (2004). An Interactive Visualisation Interface for Virtual Museums. In Proceeding of VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (pp. 47-56). 7-10 December, Brussels and Oudenaarde, Belgium.
  • MacCannell, D. (1973). Staged authenticity: Arrangements of social space in tourist settings. American Journal of Sociology, 79(3), 589-603.
  • Mannell, R. C. (1996). Approaches in the social and behavioural sciences to the systematic study of hard-to-define human values and experiences. In B. L. Driver, D. Dustin, T. Bltic, G. Elsner, & G. Peterson (Eds.), Nature and the human spirit: Toward an expanded land management ethic (pp. 405–416). State College, PA: Venture.Maslow, A. H. (1968). Toward a psychology of being (2nd ed.). Princeton, NJ: D. Van Nostrand.
  • Packer, J. & Ballantyne, R. (2002). Motivational factors and the visitor experience: A comparison of three sites. Curator: The Museum Journal, 45(3), 183-198.
  • Parry, R. (Ed.) (2000). Museums in a digital age. London: Routledge.
  • Pescarin, S. (2014). Museums and virtual museums in Europe: reaching expectations. SCIRES-IT-SCIentific RESearch and Information Technology, 4(1), 131-140. Rojek, C. (2000). Leisure and culture. London: Macmillan.
  • Salgado, L., O'Connor, N., Tsapatori, M. & Soler, J.A. (2005). The ORION Project: A European Union Thematic Network. Marq, arqueología y museos, 103-112. Retrieved from: http://www.marqalicante.com/contenido/particulos/pub_11.pdf (Accessed: 25 Feb 2019).
  • Sheng, C. W., & Chen, M. C. (2012). A study of experience expectations of museum visitors. Tourism Management, 33(1), 53-60.
  • Tallon, L. (2008). Introduction: Mobile, digital, and personal. . In L. Tallon (ed.), Digital technologies and the museum experience (pp. xiii-xxv). Lanham, MD: ALTAMIRA Press.
  • Tellegen, A., & Atkinson, G. (1974). Openness to absorbing and self-altering experiences (absorption), a trait related to hypnotic susceptibility. Journal of Abnormal Psychology, 83, 268–277.
  • Trendwatch (2015). 10 trends for 2015. Retrieved from: https://trendwatching.com/trends/10-trends-for-2015/ (Accessed: 28 Feb 2019).
  • Uriely, N. (2005). The tourist experience: Conceptual developments. Annals of Tourism Research, 32(1), 199-216.
  • Vaz, R. I. F., Fernandes, P. O., & Veiga, A. C. R. (2018). Interactive technologies in museums: How digital installations and media are enhancing the visitors' experience. In J. M. F. Rodrigues, C. M. Q. Ramos, P. J. S. Cardoso & C. Henriques (eds.), Handbook of Research on Technological Developments for Cultural Heritage and eTourism Applications (pp. 30-53). Hershey PA: IGI Global.
  • Weil, S. E. (2000). Transformed from a cemetery of bric-a-brac. In B. Sheppard (Ed.), Perspectives on outcome based evaluation for libraries and museums (pp. 4-15). Washington, D.C.: Institute of Museum and Library Services.
  • Wojciechowski, R., Walczak, K., White, M., & Cellary, W. (2004). Building virtual and augmented reality museum exhibitions. In Proceedings of the 9th international conference on 3D Web technology (pp. 135-144). 5-8 April, New York, NY: ACM.
  • Yoon, S. A., Elinich, K., Wang, J., & Van Schooneveld, J. G. (2012). Augmented reality in the science museum: Lessons learned in scaffolding for conceptual and cognitive learning. IADIS International Conference on Cognition and Exploratory Learning in Digital Age (pp. 205-212). International Association for Development of the Information Society. Retrieved from: https://files.eric.ed.gov/fulltext/ED542780.pdf (Accessed: 29 Feb 2019).

The Influences of the Interactive Systems on Museum Visitors’ Experience: A Comparative Study from Turkey

Year 2019, Volume: 2 Issue: 1, 27 - 38, 28.06.2019

Abstract

To the effect, technologically advanced interactive
systems, settled in modern-day museums research new ways to offer a positive
experience to the visitors and encourage them to return, using modern
communication and learning tools. This paper examines user interaction
applications of a recent digital cultural heritage exploration project
concerning of the most popular three museums (Mardin, Şanlıurfa, Gaziantep
Museums) that are located in different cities of the southeast region of Turkey.
The project aims at enriching the visitor experiences through modern digital
technologies. Main modules include 3D scanning of the artifacts, information
screens and mobile interaction with Augmented Reality (AR). In this paper, it
is explored and compared the visitor perceptions and experiences for three
museums. For this purpose, two scales were used for data collection. In
accordance with the first aim of the study, the scale adapted by Chung, Han
& Joun (2015) which is to explain visitors’ acceptance of based on the
interactive systems. Secondly, Lee & Smith’s (2015) multiple-item scale was
used to measure tourists’ visiting experiences at the selected museums.
Moreover, the findings explain the influences of interactive applications on visitor
experiences according to the museums and comparatively. The study supports that
the interactive systems provide a functional role to learn about the heritage and
manifest important practical implications for museums in relation to
interactive systems.

References

  • Baber, C., Bristow, H., Cheng, S.L., Hedley, A., Kuriyama, Y. Lien, M., Pollard, J. & Sorrell, P. (2001). Augmenting museums and art galleries. In Hirose, M. (ed.), Human-Computer Interaction (pp. 439-447). Tokyo: IOS Press.
  • Barbara J. Soren (2009) Museum experiences that change visitors. Museum Management and Curatorship, 24(3), 233-251.
  • Barceló, J. A., Forte, M., & Sanders, D. H. (Eds.). (2000). Virtual reality in archaeology. Oxford: Archaeopress.
  • Billock, J. (2017). Five Augmented Reality Experiences That Bring Museum Exhibits to Life. Retrieved from: https://www.smithsonianmag.com/travel/expanding-exhibits-augmented-reality-180963810/ (Accessed: 29 Feb 2019).
  • Bradburne, J.M. (2008). Foreword. In L. Tallon (ed.), Digital technologies and the museum experience (pp. ix-xii). Lanham, MD: ALTAMIRA Press.
  • Britishmuseum (2018). The British Museum with Google. Retrieved from: https://www.britishmuseum.org/with_google.aspx (Accessed: 26 Feb 2019).
  • Bryce, J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1), 7-16.
  • Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and Applications, 51(1), 341-377.
  • Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452-458.
  • Chung, N., Han, H., & Joun, Y. (2015). Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, 50, 588-599.
  • Cohen, E. (1979). A phenomenology of tourist experiences. Sociology, 13, 179-201.
  • Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco: Jossey Bass.
  • Damala, A., Cubaud, P., Bationo, A., Houlier, P., & Marchal, I. (2008). Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts (pp. 120-128). New York: ACM Press.
  • Ding, M. (2017). Augmented reality in museums. Arts Management & Technology Laboratory, Carnegie Mellon University.
  • Falk, J. & Dierking, L. (2000). Learning from museums: Visitor experiences and the making of meaning. Walnut Creek, CA: AltaMira Press.
  • Falk, J. H., & Dierking, L. D. (2016). The museum experience. London: Routledge.
  • Geser, G., & Niccolucci, F. (2012). Virtual museums, digital reference collections and e-science environments. Uncommon Culture, 3(5/6), 12–37.
  • Hall, T. & Bannon, L., (2006). Designing ubiquitous computing to enhance children’s learning in Museums. Journal of Computer Assisted Learning, 22(4), 231-243.
  • Haywood, N. & Cairns, P. (2005). Engagement with an interactive museum exhibit. People and Computer XIX, Vol.1, In Proceedings of HCI 2005 (pp. 113-129), Springer-Verleg.
  • Hein, G.E. (1998). Learning in the museum. Abingdon, OX: Routledge.
  • Holdgaard, N. (2011). The Use of Social Media in the Danish Museum Landscape. In Trant & D. Bearman (Eds.), Museums and the Web 2011: Proceedings. Toronto: Archives & Museum Informatics. Retrieved from:http://www.museumsandtheweb.com/mw2011/papers/the_use_of_social_media_in_the_danish_museum_l (Accessed: 26 Feb 2019).
  • Hooper-Greenhill, E. 2007. Museums and education: Purpose, pedagogy, performance (Museum Meanings). London: Routledge.
  • Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. In A. Inversini & R. Schegg, Proceedings of The Information and communication technologies in tourism 2016 (pp. 621-635). Cham: Springer.
  • Katz, M. (2018). Augmented reality is transforming museums. Retrieved from: https://www.wired.com/story/augmented-reality-art-museums/ (Accessed: 26 Feb 2019).
  • Lee, H. M., & Smith, S. L. (2015). A visitor experience scale: historic sites and museums. Journal of China Tourism Research, 11(3), 255-277.
  • Liarokapis, F., Sylaiou, S., Basu, A., Mourkoussis, N., White, M., & Lister, P. F. (2004). An Interactive Visualisation Interface for Virtual Museums. In Proceeding of VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (pp. 47-56). 7-10 December, Brussels and Oudenaarde, Belgium.
  • MacCannell, D. (1973). Staged authenticity: Arrangements of social space in tourist settings. American Journal of Sociology, 79(3), 589-603.
  • Mannell, R. C. (1996). Approaches in the social and behavioural sciences to the systematic study of hard-to-define human values and experiences. In B. L. Driver, D. Dustin, T. Bltic, G. Elsner, & G. Peterson (Eds.), Nature and the human spirit: Toward an expanded land management ethic (pp. 405–416). State College, PA: Venture.Maslow, A. H. (1968). Toward a psychology of being (2nd ed.). Princeton, NJ: D. Van Nostrand.
  • Packer, J. & Ballantyne, R. (2002). Motivational factors and the visitor experience: A comparison of three sites. Curator: The Museum Journal, 45(3), 183-198.
  • Parry, R. (Ed.) (2000). Museums in a digital age. London: Routledge.
  • Pescarin, S. (2014). Museums and virtual museums in Europe: reaching expectations. SCIRES-IT-SCIentific RESearch and Information Technology, 4(1), 131-140. Rojek, C. (2000). Leisure and culture. London: Macmillan.
  • Salgado, L., O'Connor, N., Tsapatori, M. & Soler, J.A. (2005). The ORION Project: A European Union Thematic Network. Marq, arqueología y museos, 103-112. Retrieved from: http://www.marqalicante.com/contenido/particulos/pub_11.pdf (Accessed: 25 Feb 2019).
  • Sheng, C. W., & Chen, M. C. (2012). A study of experience expectations of museum visitors. Tourism Management, 33(1), 53-60.
  • Tallon, L. (2008). Introduction: Mobile, digital, and personal. . In L. Tallon (ed.), Digital technologies and the museum experience (pp. xiii-xxv). Lanham, MD: ALTAMIRA Press.
  • Tellegen, A., & Atkinson, G. (1974). Openness to absorbing and self-altering experiences (absorption), a trait related to hypnotic susceptibility. Journal of Abnormal Psychology, 83, 268–277.
  • Trendwatch (2015). 10 trends for 2015. Retrieved from: https://trendwatching.com/trends/10-trends-for-2015/ (Accessed: 28 Feb 2019).
  • Uriely, N. (2005). The tourist experience: Conceptual developments. Annals of Tourism Research, 32(1), 199-216.
  • Vaz, R. I. F., Fernandes, P. O., & Veiga, A. C. R. (2018). Interactive technologies in museums: How digital installations and media are enhancing the visitors' experience. In J. M. F. Rodrigues, C. M. Q. Ramos, P. J. S. Cardoso & C. Henriques (eds.), Handbook of Research on Technological Developments for Cultural Heritage and eTourism Applications (pp. 30-53). Hershey PA: IGI Global.
  • Weil, S. E. (2000). Transformed from a cemetery of bric-a-brac. In B. Sheppard (Ed.), Perspectives on outcome based evaluation for libraries and museums (pp. 4-15). Washington, D.C.: Institute of Museum and Library Services.
  • Wojciechowski, R., Walczak, K., White, M., & Cellary, W. (2004). Building virtual and augmented reality museum exhibitions. In Proceedings of the 9th international conference on 3D Web technology (pp. 135-144). 5-8 April, New York, NY: ACM.
  • Yoon, S. A., Elinich, K., Wang, J., & Van Schooneveld, J. G. (2012). Augmented reality in the science museum: Lessons learned in scaffolding for conceptual and cognitive learning. IADIS International Conference on Cognition and Exploratory Learning in Digital Age (pp. 205-212). International Association for Development of the Information Society. Retrieved from: https://files.eric.ed.gov/fulltext/ED542780.pdf (Accessed: 29 Feb 2019).
There are 41 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Sebahattin Emre Dilek 0000-0001-7830-1928

Mustafa Doğan This is me 0000-0001-7648-8469

Gülriz Kozbe This is me 0000-0002-4727-3052

Publication Date June 28, 2019
Submission Date April 30, 2019
Published in Issue Year 2019 Volume: 2 Issue: 1

Cite

APA Dilek, S. E., Doğan, M., & Kozbe, G. (2019). The Influences of the Interactive Systems on Museum Visitors’ Experience: A Comparative Study from Turkey. Journal of Tourism Intelligence and Smartness, 2(1), 27-38.