Audio tour

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A handheld audio guide device set to English Audio guide with display.jpg
A handheld audio guide device set to English

An audio tour or audio guide provides a recorded spoken commentary, normally through a handheld device, to a visitor attraction such as a museum. They are also available for self-guided tours of outdoor locations, [1] or as a part of an organised tour. It provides background, context, and information on the things being viewed. [2] Audio guides are often in multilingual versions and can be made available in different ways. Some of the more elaborate tours may include original music and interviews. [3] They are traditionally rented on the spot, more recently downloaded from the Internet, or available via the mobile phone network. Some audio guides are free or included in the entrance fee, others have to be purchased separately.

Contents

History

Willem Sandberg, director of the Stedelijk Museum in Amsterdam from 1945 to 1962, pioneered the world's first museum audio tours. When invented in 1952, the developers were drawn by its unique potential to mediate an experience individually controllable by each visitor, which was content-rich, was personal to them, was available at any time, and suited learning styles not served by catalog, text panel, or label.

Sandberg's ambulatory lectures were delivered through a closed-circuit shortwave radio broadcasting system in which the amplified audio output of an analog playback tape recorder served as a broadcast station, and transmission was via a loop aerial fixed around the gallery or galleries. Identical lectures in Dutch, French, English, and German were recorded onto magnetic tapes, broadcast in turn through the aerial, and picked up by visitors through a portable radio receiver with headphones, when inside the loop.

The system was such that all visitors with a receiver could only hear a specific piece of commentary at any time; hence, groups of visitors would move through the galleries and look at exhibits as if guided by an invisible force, in complete synchronicity. [4]

Use

Education

Audio tours are often used to provide visitors with additional information about exhibits, artifacts, or artworks.

Entertainment

Audio tours may include music, sound effects, and character voices to create a more entertaining experience. Some tours feature interactivity, for instance by playing audio files in response to visitors interacting with an exhibit.

Edutainment

Some audio tours are designed to be both educational and entertaining. They may feature, for example, voice actors playing characters inside of a painting instead of plainly explaining the history behind it, or by synchronizing the audio to external lights and videos to visually highlight the parts being explained.

A group of visitors at an edutainment exhibition about Tutankhamun listens to an audio tour synchronized with a projection. Audiotour Edutainment Tut.jpg
A group of visitors at an edutainment exhibition about Tutankhamun listens to an audio tour synchronized with a projection.

Electronic multimedia guides

Audio guide set for Louvre tour supporting Korean language. Louvre Audio tour for Korean.jpg
Audio guide set for Louvre tour supporting Korean language.

A multimedia electronic guide is a device specially designed to provide audio, visual or textual content to museum visitors with or without user interaction. It may also provide alternative content corresponding to different personal preferences. It may include accessories such as headphones, a digital pen and displays with LEDs or LCD screens.

These smart guides may be operated to supply content in different languages and accents, with different voice alternatives, with text, and with age group specific content. [5] They can be operated in several ways:

These electronic guides can provide the museum management with useful statistics and reports, [9] which may include tour statistics, visitor statistics, opinions, and other surveys.

Cell phone tours

A cell phone tour is an audio tour where pre-recorded or stream audio interpretation for a heritage site or a cultural exhibit is provided via a cell phone. [10] Cell phone audio tours have the advantage that most visitors already have the equipment needed to take the audio tour, being their cell phones.

Each venue is assigned a phone number with appropriate stop numbers, displayed next to the exhibit. Once a visitor has dialed in, they will be prompted and can enter the corresponding stop number of the exhibit they’re viewing, to hear the recorded content. These tours also enable the visitors to: fast forward, rewind, pause, as well as leave a feedback message for each exhibit or the whole tour; simply by pressing a number. In addition to audio content, some providers are also able to stream video, and text message recent visitors with updates. This is the old-style approach, not used widely.[ citation needed ]

Smartphone tours

Smartphones have significant advantages over cell phones, as they have story-triggering technologies (GPS, bluetooth, NFC, QR-code scanner) and can use the power of mobile apps to deliver the right story in the right language in the right place and in the right context (e.g. the evening tour, or a winter tour). Stories could be adjusted to the pace and mood of the user. Of course, such guided tours will use other types of content, above audio: photo, texts, video, quests. Such apps can work online and offline.

Given the low download rate of single use native mobile apps, [11] partly due to app fatigue, [12] in recent years museums have been following a growing trend to offer Progressive web applications (PWAs) or Web applications that can be accessed via QR-code without the need to download any app. One of the problems of those browser-based smartphone tours is the difficulty of monetizing them. To solve this problem, some companies resort to unique codes that must be entered into the web-app and expire after a certain period of time, or to non-transferable but reusable unique codes printed on a card that anonymously recognize the device used by the visitor.[ citation needed ]

Related Research Articles

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Context awareness refers, in information and communication technologies, to a capability to take into account the situation of entities, which may be users or devices, but are not limited to those. Location is only the most obvious element of this situation. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues.

<span class="mw-page-title-main">Cellular network</span> Communication network

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver. These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

Mobile business development is a category of business development which focuses on attracting new customers in the Mobile Web markets. There are large efforts being made to make innovative mobile ICT services work. Examples of these services include mobile tourist guides and shopping guides for potential consumers. As an emerging trend, technology and service providers combine their expertise and resources to design these services. This incorporates designing several models: the Value network, a Value proposition, a Revenue model and a Technological architecture.

Mobile content is any type of web hypertext and information content and electronic media which is viewed or used on mobile phones, like text, sound, ringtones, graphics, flash, discount offers, mobile games, movies, and GPS navigation. As mobile phone use has grown since the mid-1990s, the usage and significance of the mobile devices in everyday technological life has grown accordingly. Owners of mobile phones can now use their devices to make photo snapshots for upload, twits, mobile calendar appointments, and mostly send and receive text messages, listen to music, watch videos, take mobile pictures and make videos, use websites to redeem coupons for purchases, view and edit office documents, get driving instructions on mobile maps and so on. The use of mobile content in various areas has grown accordingly.

<span class="mw-page-title-main">Digital signage</span> Sub-segment of electronic signage

Digital signage is a segment of electronic signage. Digital displays use technologies such as LCD, LED, projection and e-paper to display digital images, video, web pages, weather data, restaurant menus, or text. They can be found in public spaces, transportation systems, museums, stadiums, retail stores, hotels, restaurants and corporate buildings etc., to provide wayfinding, exhibitions, marketing and outdoor advertising. They are used as a network of electronic displays that are centrally managed and individually addressable for the display of text, animated or video messages for advertising, information, entertainment and merchandising to targeted audiences.

Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers.

<span class="mw-page-title-main">GPS for the visually impaired</span>

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Proximity marketing is the localized wireless distribution of advertising content associated with a particular place. Transmissions can be received by individuals in that location who wish to receive them and have the necessary equipment to do so.

A web widget is a web page or web application that is embedded as an element of a host web page but which is substantially independent of the host page, having limited or no interaction with the host. A web widget commonly provides users of the host page access to resources from another web site, content that the host page may be prevented from accessing itself by the browser's same-origin policy or the content provider's CORS policy. That content includes advertising, sponsored external links (Taboola), user comments (Disqus), social media buttons, news, and weather (AccuWeather). Some web widgets though serve as user-selectable customizations of the host page itself.

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A guard tour patrol system is a system for logging the rounds of employees in a variety of situations such as security guards patrolling property, technicians monitoring climate-controlled environments, and correctional officers checking prisoner living areas. It helps ensure that the employee makes their appointed rounds at the correct intervals and can offer a record for legal or insurance reasons. Such systems have existed for many years using mechanical watchclock-based systems. Computerized systems were first introduced in Europe in the early 1980s, and in North America in 1986. Modern systems are based on handheld data loggers and RFID sensors. The system provides a means to record the time when the employee reaches certain points on their tour. Checkpoints or watchstations are commonly placed at the extreme ends of the tour route and at critical points such as vaults, specimen refrigerators, vital equipment, and access points. Some systems are set so that the interval between stations is timed so if the employee fails to reach each point within a set time, other staff are dispatched to ensure the employee's well-being. An example of a modern set-up might work as follows: the employee carries a portable electronic sensor (PES) or electronic data collector which is activated at each checkpoint. Checkpoints can consist of iButton semiconductors, magnetic strips, proximity microchips such as RFIDs or NFC- or optical barcodes. The data collector stores the serial number of the checkpoint with the date and time. Later, the information is downloaded from the collector into a computer where the checkpoint's serial number will have an assigned location. Data collectors can also be programmed to ignore duplicate checkpoint activations that occur sequentially or within a certain time period. Computer software used to compile the data from the collector can print out summaries that pinpoint missed checkpoints or patrols without the operator having to review all the data collected. Because devices can be subject to misuse, some have built-in microwave, g-force, and voltage detection.

Visitor management refers to a set of practices or hardware additions that administrators can use to monitor the usage of a building or site. By gathering this information, a visitor management system can record the usage of facilities by specific visitors and provide documentation of visitor's whereabouts.

Acoustiguide is a provider of interactive museum guides for museums, art galleries, heritage sites, and other public displays. In 2005 it merged with the Israeli company Espro Information Technologies.

<span class="mw-page-title-main">Mobile phone</span> Portable device to make telephone calls using a radio link

A mobile phone is a portable telephone that can make and receive calls over a radio frequency link while the user is moving within a telephone service area, as opposed to a fixed-location phone. The radio frequency link establishes a connection to the switching systems of a mobile phone operator, which provides access to the public switched telephone network (PSTN). Modern mobile telephone services use a cellular network architecture, and therefore mobile telephones are called cellphones in North America. In addition to telephony, digital mobile phones support a variety of other services, such as text messaging, multimedia messaging, email, Internet access, short-range wireless communications, satellite access, business applications, payments, multimedia playback and streaming, digital photography, and video games. Mobile phones offering only basic capabilities are known as feature phones ; mobile phones that offer greatly advanced computing capabilities are referred to as smartphones.

Tourism Radio is a travel technology company based in Cape Town, South Africa, which produces location-based technology used in customized GPS in-car devices and IOS and Android mobile applications. The technology allows the user to take a tour of a city or pre-defined area, with geo-located, pre-recorded audio travel information triggering automatically as the user approaches them. The Tourism Radio in-car device plugs into a standard vehicle cigarette lighter and broadcasts a selection of local and international music along with location-specific travel information about the area the vehicle is driving through. Currently, there are approximately 3,300 of these devices used in South Africa, Namibia, New Zealand and Angola. Distribution of the devices to tourists is done in partnership with local Destination Marketing Organisations (DMOs) and car/motorhome rental agencies. The iOS and Android applications do not broadcast a selection of music, but use the same geo-location principle to give the user relevant travel information about the area they are in. This includes information about a general area or suburb, as well as information about specific points of interest, such as museums, art galleries, historical attractions, restaurants, nature walks, beaches, etc.

The Curzon Memories App is a locative media mobile app based at the Curzon Community Cinema, Clevedon, UK. The cinema celebrated its centenary in April 2012 and is one of the oldest continuously operating independent cinemas in the UK. The app was developed as part of an academic practice-based research project by Charlotte Crofts in collaboration with the Curzon's education officer, Cathy Poole and was funded by the Digital Cultures Research Centre and an Early Career Researcher Grant from the University of the West of England.

<span class="mw-page-title-main">EU-Alert</span> European system for warning the population in the event of a desaster via cell phones

EU-Alert is the generic term for the European Public Warning Service based upon Cell Broadcast technology.

References

  1. As employed in the gardens of Blenheim Palace, Oxfordshire, England
  2. Fisher (2004), p. 49.
  3. Walkin' Broadway from CityListen Audio Tours includes several original interviews with notable Broadway artists and producers Archived February 5, 2011, at the Wayback Machine
  4. Tallon, Loïc; Walker, Kevin, eds. (2008). Digital Technologies and the Museum Experience . AltaMira Press. pp. x, xiii, xvii, xxii. ISBN   978-0-7591-1119-6.
  5. Bartneck, Christopher; Masuoka, Aya; Takahashi, Toru; Fukaya, Takugo (2007). "An Electronic Museum Guide In Use". Psychology of Aesthetics, Creativity, and the Arts. 1 (2): 53–55. CiteSeerX   10.1.1.67.3278 . doi:10.1037/1931-3896.1.2.114. ISBN   978-0-7695-2385-9.
  6. The Learning Experience With Electronic Museum Guides.
  7. Accessible Design of a Portable Electronic Museum Guide for Universal Access Archived June 28, 2007, at the Wayback Machine , University of Cambridge, UK.
  8. Kuderna-Iulian Benta (2005). "Affective Aware Museum Guide". IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'05). Tokushima, Japan: IEEE. pp. 53–55. doi:10.1109/WMTE.2005.8. ISBN   978-0-7695-2385-9. S2CID   5378852.
  9. Learning from Museums: Visitor Experiences and the Making of Meaning (2000), American Association for State and Local History Book Series. ISBN   0-7425-0295-3.
  10. Stephen Neuhauser, Cells and Sites: How Historic Sites are Using Cell Phone Tours Archived February 21, 2010, at the Wayback Machine , National Trust Historic Sites Blog Archived December 15, 2009, at the Wayback Machine , July 3, 2008.
  11. Dilenschneider, Colleen. "Musing On A Mobile App For Your Cultural Organization? Read This First (NEW DATA)" . Retrieved 23 April 2022.
  12. Schippers, Ben. "App Fatigue" . Retrieved 23 April 2022.

Further reading