Technologies of Visitor Experience (E) (WP)
Niveau
first cycle, Master
Learning outcomes of the courses/module
Upon completion of this curse students will:
- have a basic understanding of computer-mediated cultural experiences.
- know the key mechanisms of multimedia perception.
- be able to distinguish between the specifics of indoor and outdoor applications.
- know how to apply basic GPS tracking to the visitor experience.
- be able to identify and discuss quality content for visitor apps.
- be able to evaluate visitor apps in terms of usability and content.
- know how to assess the innovation potential of digital applications for the visitor experience and audience development.
- have a basic understanding of computer-mediated cultural experiences.
- know the key mechanisms of multimedia perception.
- be able to distinguish between the specifics of indoor and outdoor applications.
- know how to apply basic GPS tracking to the visitor experience.
- be able to identify and discuss quality content for visitor apps.
- be able to evaluate visitor apps in terms of usability and content.
- know how to assess the innovation potential of digital applications for the visitor experience and audience development.
Prerequisites for the course
not applicable
Course content
- Typology of computer-mediated visitor experiences in real environments (audio guide, multimedia guide, augmented reality, mixed reality)
- Basics of multisensory perception and multimedia comprehension
- Visitor routes and spatial experience
- Atmosphere and immersion
- Enhanced storytelling and learning
- Digital engagement through web 2.0
- Specifics of user experience of cultural visitor apps
- Basics of multisensory perception and multimedia comprehension
- Visitor routes and spatial experience
- Atmosphere and immersion
- Enhanced storytelling and learning
- Digital engagement through web 2.0
- Specifics of user experience of cultural visitor apps
Recommended specialist literature
Bekele, M., et al. (2018). A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage, 11(2), 1-36.
Turner, P. (2017). A Psychology of User Experience. Involvement, Affect and Aesthetics. Cham: Springer.
Simon, N. (2010). The Participatory Museum. Santa Cruz: Museum 2.0.
Vermeeren, A., Calvi, L., & Sabiescu, A. (Eds.). (2018). Museum experience design: Crowds, ecosystems and novel technologies. Cham: Springer.
Vladimir G. (Ed.). (2018). Augmented Reality Art. From an Emerging Technology to a Novel Creative Medium. Cham: Springer.
Turner, P. (2017). A Psychology of User Experience. Involvement, Affect and Aesthetics. Cham: Springer.
Simon, N. (2010). The Participatory Museum. Santa Cruz: Museum 2.0.
Vermeeren, A., Calvi, L., & Sabiescu, A. (Eds.). (2018). Museum experience design: Crowds, ecosystems and novel technologies. Cham: Springer.
Vladimir G. (Ed.). (2018). Augmented Reality Art. From an Emerging Technology to a Novel Creative Medium. Cham: Springer.
Assessment methods and criteria
project
Language
English
Number of ECTS credits awarded
5
Share of e-learning in %
25
Semester hours per week
2.0
Planned teaching and learning method
seminar
Semester/trimester in which the course/module is offered
3
Name of lecturer
Team SCEM
Academic year
2
Key figure of the course/module
bb.WPK.2
Type of course/module
seminar-degree
Type of course
Compulsory
Internship(s)
not applicable