Arts Vibrancy and Digital Access: Part 2

Arts Vibrancy and Digital Access: Part 2

Part one of this research looked at the relationship between broadband deployment and arts vibrancy in the United States, focusing on Texas. This article examines factors that are driving the digital divide and relatively low arts vibrancy in two counties on the Texas-Mexico border and how that could inform policies in the United States as a whole.

Implementing Gamification for Museum Engagement

Implementing Gamification for Museum Engagement

The pandemic changed the art ecosystem, including the use of gamification in museums. With gamification, the museum experience expands beyond the memory of looking at art or artifacts to the feelings of enjoyment that a game or activity evokes. This articles looks at examples of gamification in museums from around the world, including both low-tech and completely online experiences.

Mobile AR Avatar Chatbots: Exploring the Evolving AI and AR Combination

Mobile AR Avatar Chatbots: Exploring the Evolving AI and AR Combination

Cultural organizations consistently question how to connect the public to information in meaningful ways. As an emerging technology, mobile AR avatar chatbots combine AI and AR capabilities to create interactive and engaging tools for visitors. Examples of mobile AR avatar chatbots in cultural organizations can provide guidance for applying these evolving technologies.

Comparing Digital Access with Arts Vibrancy in the U.S.

Comparing Digital Access with Arts Vibrancy in the U.S.

An estimated 18 million households in the United States do not have access to home broadband. This is a statistic that arts managers should consider when planning online programming and in-person events as the world opens up. By looking closer at the digital divide and comparing counties’ internet access to their arts vibrancy, as measured by SMU DataArts, this article will look at the United States’ digital divide and how it impacts opportunities for arts participation.

Part 2: The Movie Ticket Purchase Pathway

Part 2: The Movie Ticket Purchase Pathway

As noted in part one, the key to rebuilding the post-pandemic movie theatre audience will be to understand the key influences on the purchase pathway. As previous research detailed, there are frameworks of influence that movie makers and marketers need to understand, notably marketing communications, sources of neutral information, film characteristics, and ease. This post includes an analysis of survey results and recommendations for attracting ticket buyers based on these frameworks.

How Haptics Affect Human-Robot Interaction in Dance

How Haptics Affect Human-Robot Interaction in Dance

Without advanced haptic technology, robots can only serve as dance partners if their every movement is preprogrammed. With the improvement of haptics, however, robots could become sensitive and responsive dance partners. Why is touch so important? This post investigates.

Part 2: Data Analysis and Visualization Methods for the Arts

Part 2: Data Analysis and Visualization Methods for the Arts

After data collection, it is necessary to analyze and visualize the data to tell good stories. This process transforms numbers and descriptions into vivid stories that can be used to prove impact to different stakeholders. This post will look at the best practices for data analysis preparations, quantitative and qualitative data analysis methods, data analysis tools, visualization methods, and data visualization tools.

Tools for Measuring Impact and Data Collection in the Arts: Part 1

Tools for Measuring Impact and Data Collection in the Arts: Part 1

Nonprofit arts and cultural organizations are designed to serve a community. In the 21st century funding model, they also must find ways to collect the evidence for the impact their work has on their constituents, analyze the data, and effectively tell their stories. The following research provides an understanding of what types of impact can be measured with suggestions on how to measure and visualize findings on a budget.