Abstract
In recent years, the cultural sector has been going through an intense period of development, in which new considerations on different and fresh ways of displaying and narrating objects and events from the past are intertwined with suggestions from studies on culture, tourism and ICT. The use of new technologies for the enjoyment of cultural experiences becomes important when it is necessary to follow co-creation principles, especially when allied to the added value perceived by users in cultural environments. These are based on diverse and potentially increasing levels of interaction between technological tools and the transmission of cultural knowledge to tourists. Video guides represent a reliable tool that can assist a museum visit, making it more cognitively and physically enjoyable. The project described in this paper has been created by ETT S.p.A. in collaboration with various experts. This new interactive video guide aspires to be a revival of an experience through the curiosity and emotional engagement of users, achieved with an indoor location system – based on Beacon (BLE) technology – that automatically suggests to visitors content that is associated with nearby artwork. Augmented and Virtual Reality also support the delivery of information content via storytelling techniques.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
O’Dell, T. (2007). Tourist experiences and academic junctures. Scandinavian Journal of Hospitality and Tourism, 7(1), 34-45.
Highmore, B. (2002). Everyday Life and Cultural Theory. London: Routledge.
Pine J. B., Gilmore J. H., (1999) The experience economy: Work is a theatre and every business a stage, Cambridge: Harvard Business School
Noy, C. (2007). The poetics of tourist experience: An autoethnography of a family trip to Eilat. Journal of Tourism and Cultural Change, 5(3), 141-157.
Jauss H. R. (1978). Pour une esthétique de la réception. Paris: Gallimard.
Bolan P., Boyd S., Bell J. (2012) ‘We’ve seen it in the movies, let’s see if it’s true’: Motivation, authenticity and displacement in the film-induced tourism experience, in Contemporary tourist experience: concepts and consequence, edited by Richard Sharpley et Philip R. Stone, Abingdon, Oxon: Routledge.
ICOM Statute (Art. 2. Definitions), adopted at the 16th ICOM General Assembly (The Hague, Netherlands, 1989) and modified at the 18th ICOM General Assembly (Stavan-ger, Norway, 1995) as well as at the 20th General Assembly (Barcelona, Spain, 2001).
Pantile D., Frasca R., Mazzeo A., Ventrella M., Verreschi G. (2016) New Technologies and Tools for Immersive and Engaging Visitor Experiences in Museums: The Evolution of the Visit-Actor in Next-Generation Storytelling, through Augmented and Virtual Reality, and Immersive 3D Projections, Published in: 12th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)
Massimo N. (2006), La grande rivoluzione dei musei. Museum proms, 105, Marsilio Editori, Venezia.
Magnelli A., Ventrella M. (2015) How the AR can help to appreciate the hidden value of pictorial masterpiece. Venice’s Gallerie dell’Accademia Case History, Published in: International Conference on Cultural Heritage and New Technologies, Vienna, 2015 Proceedings
Mestre D.R., Fuchs P. (2006) Immersion et presence. In P. Fuchs, G.Moreau, A. Berthoz, J.Vercher (Eds.), Le traité de la realité virtuelle, Paris, FR: Ecole des Mines de Paris.
Ijsselstein W., Riva G. (2003) Being There: The experience of presence in mediated environments, in Riva G., Davide F., W.A. Ijsselstein (Eds.) Being There: Concepts, effects, and measurements of user presence in synthetic environments, Ios Press, Amsterdam, The Netherlands.
Steuer J. (1992), Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
Massimo N. (2006), La grande rivoluzione dei musei. Museum proms, 105, Marsilio Editori, Venezia.
Lercari N., Forte M., Onsurez L. (2013) Multimodal reconstructions of landscape in serious game for heritage: An Insight on the creation of Fort Ross Virtual Wharehouse serious games. In Digital Heritage International Congress (Digital Heritage), 2, Oct 2013, Marseille, FR, 231-238.
Lombard M., Ditton T. (1997) At the heart of it all: The concept of presence. Journal of Computer Mediated Communication, 3(2)
Tamborini R., Skalski P. (2006) The Role of Presence in the Experience of Electronic Games. In Playing Video Games: Motives, Responses, and Consequences, Chapter 16, 225-240. Routledge Taylor & Francis Group.
Mortara M., Catalano C.E. (2018) 3D virtual environments as effective learning contexts for cultural heritage. Italian Journal of Educational Technology, 26(2), 5-21.
Settis S. (2004), “Futuro del classico”, Giulio Enaudi Editore.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Magnelli, A., Pantile, D., Falcone, R., Pizziol, V. (2020). The Video Guides at the Musei Civici in Rome: An Example of Technological Innovation in Touristic Cultural Heritage Experiences. In: Rocha, Á., Abreu, A., de Carvalho, J., Liberato, D., González, E., Liberato, P. (eds) Advances in Tourism, Technology and Smart Systems. Smart Innovation, Systems and Technologies, vol 171. Springer, Singapore. https://doi.org/10.1007/978-981-15-2024-2_18
Download citation
DOI: https://doi.org/10.1007/978-981-15-2024-2_18
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-15-2023-5
Online ISBN: 978-981-15-2024-2
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)