Het kennisportaal voor cultureel erfgoed in Noord-Brabant. Geowiki voor crowdsourced presentatie van erfgoed. In combinatie met publicatie in Layar. Erfgoed wandeling met behulp van Layar op je smartphone. Wiki voor het verhaal achter monumenten. Gemeenten, musea, heemkundeverenigingen kunnen tegen kostprijs meedoen.
The document provides an overview of Amsterdams, a mobile game that explores shared histories, homes, and experiences between cities of Amsterdam and Oakland. It discusses using mobile games for education and social mapping of cities by making personal stories and actions memorable through gameplay. Challenges include lack of human exchange without participation and data not being enough for augmentation to be effective. Opportunities lie in collaborative activities that move from place to place and have local meaning as a medium for spontaneous interaction and hyper-local information exchange.
This document discusses mobile storytelling platforms that allow museums and cultural institutions to create location-based audio and visual content tours that visitors can experience using smartphone apps. It describes the 7scenes platform, which provides tools for content management, online publishing of tours, and mobile apps. The platform was used to create a large mobile storytelling initiative in Amsterdam involving over 20 museums. Key lessons learned include the importance of effective storytelling, indoor/outdoor content, communication strategies, collaboration between institutions, and integrating mobile experiences into the full tourist visit cycle. Future directions discussed include improving indoor positioning, opening content creation, analyzing user data, and partnering with other cities.
The Island @ Picnic Young ‘09 was a project that used mobile games and storytelling to teach youth about economics. Players traded virtual goods between two cities, negotiating deals and responding to changing market conditions. This educated players about trade, strategy, and the connections between locations. The project aimed to turn the city into a learning environment by making education situational and collaborative through mobile games.
City changemaker - Istanbul + Mobility workshop - March 28th '15Ronald Lenz
The workshop focused on improving mobility and transportation options in Istanbul through innovative uses of technology. Participants conducted observations of commuters and transportation systems to gain insights. They reframed conventional assumptions to craft a creative question around how social ridesharing could make transportation more convenient and enjoyable. The group envisioned an ideal scenario for 2020 where new transportation solutions in Istanbul provided affordable, green options through innovative uses of smart technology.
Het kennisportaal voor cultureel erfgoed in Noord-Brabant. Geowiki voor crowdsourced presentatie van erfgoed. In combinatie met publicatie in Layar. Erfgoed wandeling met behulp van Layar op je smartphone. Wiki voor het verhaal achter monumenten. Gemeenten, musea, heemkundeverenigingen kunnen tegen kostprijs meedoen.
The document provides an overview of Amsterdams, a mobile game that explores shared histories, homes, and experiences between cities of Amsterdam and Oakland. It discusses using mobile games for education and social mapping of cities by making personal stories and actions memorable through gameplay. Challenges include lack of human exchange without participation and data not being enough for augmentation to be effective. Opportunities lie in collaborative activities that move from place to place and have local meaning as a medium for spontaneous interaction and hyper-local information exchange.
This document discusses mobile storytelling platforms that allow museums and cultural institutions to create location-based audio and visual content tours that visitors can experience using smartphone apps. It describes the 7scenes platform, which provides tools for content management, online publishing of tours, and mobile apps. The platform was used to create a large mobile storytelling initiative in Amsterdam involving over 20 museums. Key lessons learned include the importance of effective storytelling, indoor/outdoor content, communication strategies, collaboration between institutions, and integrating mobile experiences into the full tourist visit cycle. Future directions discussed include improving indoor positioning, opening content creation, analyzing user data, and partnering with other cities.
The Island @ Picnic Young ‘09 was a project that used mobile games and storytelling to teach youth about economics. Players traded virtual goods between two cities, negotiating deals and responding to changing market conditions. This educated players about trade, strategy, and the connections between locations. The project aimed to turn the city into a learning environment by making education situational and collaborative through mobile games.
City changemaker - Istanbul + Mobility workshop - March 28th '15Ronald Lenz
The workshop focused on improving mobility and transportation options in Istanbul through innovative uses of technology. Participants conducted observations of commuters and transportation systems to gain insights. They reframed conventional assumptions to craft a creative question around how social ridesharing could make transportation more convenient and enjoyable. The group envisioned an ideal scenario for 2020 where new transportation solutions in Istanbul provided affordable, green options through innovative uses of smart technology.
The document provides guidance on defining the key elements of a social experience or game, including the scope or target group, storyline and themes, cultural phenomena to explore, types of interactions and gameplay, and conditions for victory. It discusses factors like chronology, layers, interactivity, and perspectives to consider for crafting an engaging narrative, and lists various social behaviors, demographics, and game mechanics that could be incorporated.
This document describes a mobile storytelling platform called Best Scene in Town (BSiT) that allows users to easily create and share location-based interactive mobile experiences without programming. It provides an overview of the key features and capabilities of the platform, including visual editing tools, publishing and sharing scenes, playing scenes on mobile devices, and the company's roadmap. It also describes a design challenge called BSiT @ PICNIC that will have international student teams using the platform to create an experience for the PICNIC festival in Amsterdam.
The document discusses Global Gincana @ Mobilefest '09, an international collaboration using mobile games and location-based learning to facilitate cultural exchange between students in Amsterdam and Sao Paulo. Students worked in teams to create mobile games based on their local culture and mapped them to locations in the other city for students there to play. The pilots were successful and more exchanges are planned to further research the educational impact. The document promotes 7scenes, a mobile platform used to create and play the cultural games, as a new way to publish educational content and learn outside the classroom.
Mobile Learning Academy general presentationRonald Lenz
The document discusses mobile learning and the Mobile Learning Academy. It summarizes the academy's offerings which include mobile learning games, authoring tools, apps for iPhone and Android, and online monitoring tools. It outlines some key lessons learned from mobile learning including that the real world is the most relevant context to learn in. It also discusses some challenges for widespread adoption of mobile learning such as ensuring easy and affordable technology, developing curriculum, and providing teacher/student support.
Location Based Play Workshop Picnic '06Ronald Lenz
The document describes several locative media projects developed by Waag Society in Amsterdam between 2002-2007. It summarizes each project including what it was, why it was developed, who it involved, when and where it took place, results and more information. Projects included Amsterdam RealTime, an interactive GPS art installation; Frequency 1550, a mobile history game for students; N8 Game, a media-rich geotracing contest; and ParQ, a social media application for public parks.
This document discusses location-based mobile learning games. It describes a summer school program that teaches students how to create and play these games. Students learn principles of collaborative learning and learning by doing. The games use the urban environment as inspiration and context. Students make games using a platform that allows creating narratives, gameplay, and placing tasks and media on a map. Students then play the games on location, interacting with places on a map. Gameplay is archived for later reflection. The program aims to integrate these games into classrooms across subjects.
7scenes is a mobile media company based in Amsterdam that allows users to create location-based stories and share them with others. Their platform allows for various types of location-based content like tours, games, and role-playing scenes. Users can drag and drop multimedia elements onto maps and configure interactive elements. Created scenes can be published for public discovery or private events. The platform supports various devices and has an open API for developers. 7scenes aims to help individuals, organizations, and developers create engaging mobile experiences for audiences.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
Is geotagging the new tool in the documentary toolbox?Ronald Lenz
This document discusses how geotagging can be used as a new tool in documentaries and creative works. It suggests that geotagging allows people to visualize invisible elements and histories of places. Locations and landmarks can be combined with rich media content, themes, and narratives to create new meaning and experiences for viewers. When guided by rules and interaction, geotagged works can turn real world landscapes into interactive "exhibitions" that bring history alive and make the cultural aspects of places more personal. A variety of examples of existing geotagged works are provided.
Mobile Detour provides a platform for location-based mobile tours, apps, and games. It allows users to explore locations, take photos, and share with friends. Content creators can drag and drop multimedia content onto maps to create augmented reality experiences. The platform has been used for education, culture, tourism, and events. It helps transform streets into interactive playgrounds and layers new meaning onto cities.
Citizen Science on the Move conference 25, 26 & 27 june 2012Ronald Lenz
This document discusses citizen science and how mobile technologies can help enable more people to participate in citizen science projects. It outlines several existing citizen science projects focused on nature, noise and air pollution, and disaster response. It also addresses challenges to growing citizen science, including how to make measuring data seamless, engage people in everyday life, manage and share the large amounts of data collected, and ensure the data is accessible when needed. Designing citizen science projects and apps is still difficult according to the document, which calls for more platforms and tools to help more people participate in citizen science.
In deze tijd met een overvloed aan informatie is het belangrijk een boodschap op een onderscheidende manier te presenteren. Ars Longa is gespecialiseerd in het bedenken en realiseren van attractieve communicatieve projecten.
We ontwikkelen en realiseren tentoonstellingen, interactieve installaties en bijzondere multimedia producten in opdracht van musea, bezoekerscentra, bedrijven en non-profit instellingen, overheden of in het kader van een evenement
Digitale architectuur workshop: Cultural Augmented Reality Ecosystem Jacco Ouwerkerk
Urban Augmented Reality (UAR) legt een nieuwe wereld bloot, of eerder gezegd: voegt een nieuwe dimensie toe. Augmented Reality – toegevoegde werkelijkheid – laat de bezoeker namelijk zien wat er vroeger is geweest of wat er in de toekomst zal zijn.
UAR is mogelijk door een applicatie te downloaden voor de iPhone of de smartphone. Wanneer je hierna bijvoorbeeld bij Rotterdam CS loopt, kan je de iPhone over de achtergrond laten gaan, alsof je een foto maakt. Op het scherm van je iPhone zie je dan hoe het toekomstige station eruit komt te zien. Ook kan je zien wat er was gebeurd als Bakema’s ontwerp voor de Euromast was gekozen.
UAR voegt dus erg veel toe met betrekking tot monumenten en gebouwen. Het is dan ook niet verwonderlijk dat het Nederlands Architectuurinstituut (NAi) een applicatie heeft laten ontwikkelen. In deze workshop zullen vragen omtrent het gebruik van UAR centraal staan. Hoe werkt UAR? Waarom is er voor deze applicatie gekozen en wat zijn hier de voordelen van? En hoe komt een dergelijke applicatie tot stand?
Sprekers: Pepijn Lemmens, NAi
Jacco Ouwerkerk, (IN10)
Presentatie over de museum game, gemaakt voor het Gallo-Romeins Museum (Tongeren) in het kader van het EFRO project ARCHIE (partnerschap van het Expertisecentrum voor Digitale Media van de Universiteit Hasselt en de Provincie Limburg).
The document provides guidance on defining the key elements of a social experience or game, including the scope or target group, storyline and themes, cultural phenomena to explore, types of interactions and gameplay, and conditions for victory. It discusses factors like chronology, layers, interactivity, and perspectives to consider for crafting an engaging narrative, and lists various social behaviors, demographics, and game mechanics that could be incorporated.
This document describes a mobile storytelling platform called Best Scene in Town (BSiT) that allows users to easily create and share location-based interactive mobile experiences without programming. It provides an overview of the key features and capabilities of the platform, including visual editing tools, publishing and sharing scenes, playing scenes on mobile devices, and the company's roadmap. It also describes a design challenge called BSiT @ PICNIC that will have international student teams using the platform to create an experience for the PICNIC festival in Amsterdam.
The document discusses Global Gincana @ Mobilefest '09, an international collaboration using mobile games and location-based learning to facilitate cultural exchange between students in Amsterdam and Sao Paulo. Students worked in teams to create mobile games based on their local culture and mapped them to locations in the other city for students there to play. The pilots were successful and more exchanges are planned to further research the educational impact. The document promotes 7scenes, a mobile platform used to create and play the cultural games, as a new way to publish educational content and learn outside the classroom.
Mobile Learning Academy general presentationRonald Lenz
The document discusses mobile learning and the Mobile Learning Academy. It summarizes the academy's offerings which include mobile learning games, authoring tools, apps for iPhone and Android, and online monitoring tools. It outlines some key lessons learned from mobile learning including that the real world is the most relevant context to learn in. It also discusses some challenges for widespread adoption of mobile learning such as ensuring easy and affordable technology, developing curriculum, and providing teacher/student support.
Location Based Play Workshop Picnic '06Ronald Lenz
The document describes several locative media projects developed by Waag Society in Amsterdam between 2002-2007. It summarizes each project including what it was, why it was developed, who it involved, when and where it took place, results and more information. Projects included Amsterdam RealTime, an interactive GPS art installation; Frequency 1550, a mobile history game for students; N8 Game, a media-rich geotracing contest; and ParQ, a social media application for public parks.
This document discusses location-based mobile learning games. It describes a summer school program that teaches students how to create and play these games. Students learn principles of collaborative learning and learning by doing. The games use the urban environment as inspiration and context. Students make games using a platform that allows creating narratives, gameplay, and placing tasks and media on a map. Students then play the games on location, interacting with places on a map. Gameplay is archived for later reflection. The program aims to integrate these games into classrooms across subjects.
7scenes is a mobile media company based in Amsterdam that allows users to create location-based stories and share them with others. Their platform allows for various types of location-based content like tours, games, and role-playing scenes. Users can drag and drop multimedia elements onto maps and configure interactive elements. Created scenes can be published for public discovery or private events. The platform supports various devices and has an open API for developers. 7scenes aims to help individuals, organizations, and developers create engaging mobile experiences for audiences.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
Is geotagging the new tool in the documentary toolbox?Ronald Lenz
This document discusses how geotagging can be used as a new tool in documentaries and creative works. It suggests that geotagging allows people to visualize invisible elements and histories of places. Locations and landmarks can be combined with rich media content, themes, and narratives to create new meaning and experiences for viewers. When guided by rules and interaction, geotagged works can turn real world landscapes into interactive "exhibitions" that bring history alive and make the cultural aspects of places more personal. A variety of examples of existing geotagged works are provided.
Mobile Detour provides a platform for location-based mobile tours, apps, and games. It allows users to explore locations, take photos, and share with friends. Content creators can drag and drop multimedia content onto maps to create augmented reality experiences. The platform has been used for education, culture, tourism, and events. It helps transform streets into interactive playgrounds and layers new meaning onto cities.
Citizen Science on the Move conference 25, 26 & 27 june 2012Ronald Lenz
This document discusses citizen science and how mobile technologies can help enable more people to participate in citizen science projects. It outlines several existing citizen science projects focused on nature, noise and air pollution, and disaster response. It also addresses challenges to growing citizen science, including how to make measuring data seamless, engage people in everyday life, manage and share the large amounts of data collected, and ensure the data is accessible when needed. Designing citizen science projects and apps is still difficult according to the document, which calls for more platforms and tools to help more people participate in citizen science.
In deze tijd met een overvloed aan informatie is het belangrijk een boodschap op een onderscheidende manier te presenteren. Ars Longa is gespecialiseerd in het bedenken en realiseren van attractieve communicatieve projecten.
We ontwikkelen en realiseren tentoonstellingen, interactieve installaties en bijzondere multimedia producten in opdracht van musea, bezoekerscentra, bedrijven en non-profit instellingen, overheden of in het kader van een evenement
Digitale architectuur workshop: Cultural Augmented Reality Ecosystem Jacco Ouwerkerk
Urban Augmented Reality (UAR) legt een nieuwe wereld bloot, of eerder gezegd: voegt een nieuwe dimensie toe. Augmented Reality – toegevoegde werkelijkheid – laat de bezoeker namelijk zien wat er vroeger is geweest of wat er in de toekomst zal zijn.
UAR is mogelijk door een applicatie te downloaden voor de iPhone of de smartphone. Wanneer je hierna bijvoorbeeld bij Rotterdam CS loopt, kan je de iPhone over de achtergrond laten gaan, alsof je een foto maakt. Op het scherm van je iPhone zie je dan hoe het toekomstige station eruit komt te zien. Ook kan je zien wat er was gebeurd als Bakema’s ontwerp voor de Euromast was gekozen.
UAR voegt dus erg veel toe met betrekking tot monumenten en gebouwen. Het is dan ook niet verwonderlijk dat het Nederlands Architectuurinstituut (NAi) een applicatie heeft laten ontwikkelen. In deze workshop zullen vragen omtrent het gebruik van UAR centraal staan. Hoe werkt UAR? Waarom is er voor deze applicatie gekozen en wat zijn hier de voordelen van? En hoe komt een dergelijke applicatie tot stand?
Sprekers: Pepijn Lemmens, NAi
Jacco Ouwerkerk, (IN10)
Presentatie over de museum game, gemaakt voor het Gallo-Romeins Museum (Tongeren) in het kader van het EFRO project ARCHIE (partnerschap van het Expertisecentrum voor Digitale Media van de Universiteit Hasselt en de Provincie Limburg).
Presentatie die David Slosse (Bewonersacademie Stad Gent) gaf tijdens Publiek14, de inspiratiedag van Publiek Centraal op 24 maart 2014 in de Gentse Minardschouwburg.
Barbara Dierickx presenteerde enkele gratis open source tools voor digitale ergoedontsluiting die gemaakt werden in het kader van het Europese AthenaPlus-project. Vijf tools werden daarbij belicht: MOVIO, voor het maken van digitale tentoonstellingen; CityQuest, voor de creatie van een stadszoektocht gebaseerd op QRcodes (incl. mobiele app); SchoolTrip, voor de organisatie van een schoolreis en creatie van een reisdagboek; eCultureMap, voor toepassingen op basis van geografische informatie in je metadata en tenslotte Urban Explore, een toegevoegde ergoedwaarde bij een toeristische rondleiding. PACKED vzw stond mee in voor de creatie van sommige van deze tools en is ook aanspreekpunt voor trainings. Wil je meer informatie over één van deze tools, contacteer dan barbara@packed.be.
Presentatie op uitnodiging van de Commissie Cultureel Verdrag Vlaanderen - Nederland voor een expertmeeting rond digitale toepassingen voor cultureel erfgoed.
This document discusses how to leverage mobile marketing through smartphones. It notes that smartphones will be the primary means of accessing the internet worldwide by 2020. It provides some outdated mobile statistics and recommends focusing on a "mobile first" approach. The rest of the document offers tips for mobile marketing, including being optimized for the mobile web and app stores, engaging customers with location-based storytelling, augmented reality, and gamification, facilitating easy payment options, and using geo-targeted coupons, passes, and loyalty programs to stay connected with customers.
The document discusses citizen science and how mobile technologies can enable people to participate in collecting scientific data through their daily lives and activities. It provides examples of current citizen science projects related to nature, noise pollution, air pollution, and health. It also discusses challenges in making citizen science a widespread movement and how platforms like 7scenes can make collecting and sharing data seamless and engaging for everyday users.
The document discusses how mobile marketing leverages smartphones by layering cities and locations with new meaning through mobile apps and augmented reality. It provides statistics on smartphone usage such as the number of subscribers and how smartphones are becoming the primary means of accessing the internet. It then outlines strategies for mobile marketing, such as having a presence on app stores, engaging users with storytelling, games and location-based content, and facilitating social sharing and in-app purchases.
The MuseumApp is a mobile application developed by Waag Society to provide location-based cultural tours and activate user participation and sharing. It aims to make cultural content more accessible on smartphones by offering multimedia tours of multiple museums. The app will launch in summer 2011, initially partnering with 10 Amsterdam museums. It represents the first app to combine tours across museums, created by the museums themselves to explore heritage in a participatory culture.
Mobile Learning @ VTC, Hong Kong - Aug/Sept '10Ronald Lenz
The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
Ronald Lenz from 7scenes discusses how mobile technologies are transforming cities. Mobile apps and location-based services allow for new forms of connected experiences and storytelling. 7scenes is a mobile storytelling platform that makes it easy to publish location-based content for travel, tourism, heritage sites, and more. It provides authoring tools, community features, and apps for iPhone, Android and Nokia. Examples of 7scenes projects include cultural "TomToms", mobile tours and games for parks, and guided city explorations for events and festivals. The future may see cities functioning as operating systems with open mobile platforms enabling new collaborations and business models.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
The document discusses various topics related to maps including magical maps, live events featuring maps, different types of maps showing animals, cities, emotions, and social media, as well as ghost stories and new city experiences. It also provides contact information for Ronald Lenz from Waag Society and 7scenes.
This document discusses a new cultural city design concept called 7scenes, which is a mobile and online platform for creating, publishing, playing and sharing location-based games and tours. It allows users to select templates, add multimedia content to map locations, publish experiences for others to play, and share their creations. Examples described include historical walking tours, role-playing games, and treasure hunts that bring a city's cultural layers and stories to life for mobile users. The goal is to use new technologies to design engaging experiences that change people's perceptions of cities and cultural spaces.
Ronald Lenz discusses designing augmented experiences for cities using mobile technologies. He argues that cities are constantly changing due to user-generated content online. A new platform called 7scenes allows users to create, publish and share location-based games and tours. It provides tools to add interactive elements like tasks, media and rewards to locations on a map. Lenz envisions cities becoming open platforms where developers can create new experiences that change people's perceptions by making use of physical spaces and movement of people and things in theatrical ways.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document summarizes the Augmented City Lab event at Picnic '09, which brought together groups to develop new mobile location-based experiences for Amsterdam. It describes a morning discussion session with talks on topics like location-based heritage and play in cities. In the afternoon, teams used technologies like Layar, 7scenes, and iPhone to prototype 5 concepts, such as creating smart routes through Amsterdam based on user preferences and getting to know the city through Rembrandt's eyes via augmented reality. The results were presented on the main Picnic stage and published online.
The Global Gincana project connects high school students in Amsterdam and Sao Paulo through a collaborative game exploring cultural identity and heritage in their multicultural cities. Using mobile technology, students explore how multicultural societies have impacted urban culture, such as through language, art, and customs. Inspired by traditional Brazilian "gincana" games, students are divided into groups that compete through tasks involving cultural skills and finding objects to earn points. The goal is to stimulate understanding of diversity and cultural expressions between the two societies. A pilot was held in Sao Paulo along Paulista Avenue to test using location-based mobile games for intercultural learning across borders.
The 4th International Mobile Music Workshop was held from May 6-8, 2007 in Amsterdam. The workshop brought together researchers and artists to discuss combining music and mobile technology. Over the three days, there were keynote speeches, paper presentations, demos, performances and hands-on sessions focused on locative media, spatial audio, physical computing, and legal issues. The goal was to push forward the emerging field of mobile music and explore new forms of interactive music experiences enabled by mobile devices.
36. Wat is de MuseumApp?
Een nieuw product voor musea om interactieve
tours voor smartphones te ontwikkelen en
aanbieden; binnen en buiten het museum.
Bezoekers in direct contact met erfgoed op
relevante locaties, verdieping en ervaringen
delen.
37. Visueel Content Management
Maak een tour in de online redactieomgeving in
5 simpele stappen. Geen technische kennis
vereist.
38. App voor iPhone &
binnenkort Android
Bezoekers beleven de tours op hun telefoon door
navigerend op een kaart verhalen te ontdekken. Tours
combineren foto, video, tekst, geluid, opdrachten en
opiniepeilingen.
39. Web platform:
museumapp.nl
Tours worden op het web gepubliceerd waar de
gebruikersactiviteit tevens wordt getoond (UGC
& reviews)
40. Web platform:
museumapp.nl
Tours worden op het web gepubliceerd waar de
gebruikersactiviteit tevens wordt getoond (UGC
& reviews)
41. De voordelen op een rij.
• Zelfstandig tours ontwikkelen
• Buiten én binnen
• Nieuw bereik
• Samen sterk
• Volledig platform: CMS, Apps, Web platform
• Abonnement gekoppeld aan bezoekersaantal en # tours.
• Ondersteuning: kennis, content & communicatie
• Sterk consortium uit de sector
• Amsterdam Museum, Cobramuseum, Joods Historisch
Museum, NinSee, Persmuseum, Rembrandthuis, Theater
Instituut NL, Museum Het Schip, Iamsterdam, Het
Grachtenhuis
42.
43. Thanks!
Ronald Lenz
www.7scenes.com
ronald@7scenes.com
@rlenz