2012
Authors
Barbosa, B; Brito, PQ;
Publication
Museum Management and Curatorship
Abstract
For museums, developing audiences means both attracting non-visitors to their venues, and improving repeat visitors' attendance patterns and experience. Audience development strategies encourage museums to create open door events in order to deal with barriers preventing a wider audience from becoming their visitors, and to build stronger relationships with their current visitors. Satisfaction is expected to influence future buying decisions - i.e., intention to return and to recommend. Will a satisfying experience at a museum event improve event goers' visiting patterns? This research aims to ascertain the effects of attending open day events on the development of art museum audiences. We present the findings of exploratory quantitative research using the personal interview survey method. Our results indicate that open day events have potential to develop audiences, as such events eliminate attendance barriers, attract first time visitors and provide trial experiences for potential museum visitors. However, the positive association between event experience and intention to return to the museum on an ordinary day was not statistically supported by this study. © 2012 Copyright Taylor and Francis Group, LLC.
2012
Authors
Aguiar, M; Kooi, BW; Martins, J; Stollenwerk, N;
Publication
MATHEMATICAL MODELLING OF NATURAL PHENOMENA
Abstract
In this paper we analyze the stochastic version of a minimalistic multi-strain model, which captures essential differences between primary and secondary infections in dengue fever epidemiology, and investigate the interplay between stochasticity, seasonality and import. The introduction of stochasticity is needed to explain the fluctuations observed in some of the available data sets, revealing a scenario where noise and complex deterministic skeleton strongly interact. For large enough population size, the stochastic system can be well described by the deterministic skeleton gaining insight on the relevant parameter values purely on topological information of the dynamics, rather than classical parameter estimation of which application is in general restricted to fairly simple dynamical scenarios.
2012
Authors
Brito, PQ;
Publication
COMPUTERS & EDUCATION
Abstract
The tweens are a transitional age group undergoing deep physical and psychological transformations. Based on a thirteen-focus group research design involving 103 students, and applying a tweens-centered approach, the characteristics of SMS, IM, Internet, digital photos, electronic games, and email were analyzed. Categories such as moral issues, psychological and social consequences, problems/drawbacks, general benefits, and technical attributes synthesized the main characteristics attached to each form of digital technology. Their relative relevance was not gender dependent. Furthermore, tweens exhibited both metacognitive knowledge and personal epistemological observations associated with most of the digital technologies.
2012
Authors
Matos, L; Moreira, J; Carvalho, A;
Publication
ACM SIGAPP Applied Computing Review
Abstract
2012
Authors
Vasconcelos Raposo, J;
Publication
Motricidade
Abstract
2012
Authors
Brito, PQ;
Publication
Proceedings - ICIDT 2012, 8th International Conference on Information Science and Digital Content Technology
Abstract
The youngsters are technology intensive users, open to innovations and a very qualified group of consumers. They learn quickly and manage to explore more device features than adults. Ultimately, the success of many new digital technologies depends on their judgment. This research compares tweens and teens categorizations of electronic games and Internet. Assessing what attributes they consider enables engineers to and marketers to highlight the characteristics that matter to them during the development and marketing process. Methodologically this research is based on 26 focus group involving 104 teenagers and 103 tweens. A total of 55 attributes were associated with electronic games but only 29% were commonly shared with both groups of young participants. Whereas concerning Internet 46% of the 16 attributes verbalized were identical among tweens and teens. © 2012 AICIT.
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