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Smartphone Guide Technology in Cultural Spaces: Measuring Visitor Experience with an iPhone Multimedia Guide in Shakespeare’s Church
16 references·3 citing·41 second hop
Smartphone Guide Technology in Cultural Spaces: Measuring Visitor Experience with an iPhone Multimedia Guide in Shakespeare’s Church (2017)Smartphone Guide Technology in Cultural S…International Journal of Engineering Business Management (2016)International Journal of Engi…Communicating Art, Virtually! Psychological Effects of Technological Affordances in a Virtual Museum (2015)Communicating Art, Virtually!…Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience (2011)Engaging Visitors in Museums …A visitor's guide in an active museum (2011)A visitor's guide in an activ…User experience of museum technologies: the phenomenological scales (2010)User experience of museum tec…Digital technologies and the museum experience: handheld guides and other media (2009)Digital technologies and the …A personalized walk through the museum (2009)A personalized walk through t…Engagement with an Interactive Museum Exhibit (2007)Engagement with an Interactiv…Musex: A system for supporting children's collaborative learning in a museum with PDAs (2004)Musex: A system for supportin…Strangers, Guests, or Clients? Visitor Experiences in Museums (1999)Strangers, Guests, or Clients…Exploring Satisfying Experiences in Museums (1999)Exploring Satisfying Experien…Cognitive Architecture and Instructional Design (1998)Cognitive Architecture and In…Scale development: Theory and applications (1993)Scale development: Theory and…Scale Development : Theory and Applications (1991)Scale Development : Theory an…Essentials of Behavioral Research: Methods and Data Analysis (1984)Essentials of Behavioral Rese…Psychological Testing (1948)Psychological TestingA critical evaluation of mobile guided tour apps: Motivators and inhibitors for tour guides and customers (2022)A critical evaluation of mobi…User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries (2021)User experience factors, a co…“I Want to Experience the Past”: Lessons from a Visitor Survey on How Immersive Technologies Can Support Historic Interpretation (2020)“I Want to Experience the Pas…Exhibit Labels: An Interpretive Approach (1996)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)A serious game model for cultural heritage (2012)Designing a Smart Museum: When Cultural Heritage Joins IoT (2014)The Museum Experience (2016)Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage (2021)From Knowledge to Narrative: Educators and the Changing Museum (1998)An Identity‐Centered Approach to Understanding Museum Learning (2006)Investigating public science interest and understanding: evidence for the importance of free-choice learning (2007)Conceptualizing the Visitor Experience: A Review of Literature and Development of a Multifaceted Model (2016)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Focus on Formative Feedback (2008)Cognitive Load Theory (2011)Visitor Meaning‐Making in Museums for a New Age (1995)Children's Museum Experiences: Identifying Powerful Mediators of Learning (2002)Beyond Learning: Exploring Visitors' Perceptions of the Value and Benefits of Museum Experiences (2008)Contemplating museums’ service failure: Extracting the service quality dimensions of museums from negative on-line reviews (2018)Revisiting the visit: (2002)Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis (2010)The study on integrating WebQuest with mobile learning for environmental education (2010)A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)Techniques of attitude scale construction. 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(2012)Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective (2016)Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage (2016)Index Construction with Formative Indicators: An Alternative to Scale Development (2001)Scale Development Research (2006)Making sense of Cronbach's alpha (2011)Demand Forecasting in the Fashion Industry: A Review (2013)Demand forecasting in retail operations for fashionable products: methods, practices, and real case study (2019)AI-enabled Enterprise Information Systems for Manufacturing (2021)
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References

  • 1991Scale Development : Theory and Applications15,552 cited
  • 1998Cognitive Architecture and Instructional Design6,017 cited
  • 1984Essentials of Behavioral Research: Methods and Data Analysis3,889 cited
  • 1993Scale development: Theory and applications619 cited
  • 1999Exploring Satisfying Experiences in Museums342 cited
  • 2016International Journal of Engineering Business Management264 cited
  • 2009Digital technologies and the museum experience: handheld guides and other media193 cited
  • 2011A visitor's guide in an active museum171 cited
  • 1999Strangers, Guests, or Clients? Visitor Experiences in Museums166 cited
  • 2004Musex: A system for supporting children's collaborative learning in a museum with PDAs119 cited
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  • 2011Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience95 cited
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  • 2007Engagement with an Interactive Museum Exhibit66 cited
  • 2010User experience of museum technologies: the phenomenological scales66 cited

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  • 2009A personalized walk through the museum59 cited
  • Cited by

    • 2022A critical evaluation of mobile guided tour apps: Motivators and inhibitors for tour guides and customers20 cited
    • 2020“I Want to Experience the Past”: Lessons from a Visitor Survey on How Immersive Technologies Can Support Historic Interpretation6 cited
    • 2021User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries2 cited