MAXIMISING ACCESSIBILITY IN MUSEUM EDUCATION THROUGH VIRTUAL REALITY: AN INCLUSIVE PERSPECTIVE

Lucia Campitiello, Aldo Caldarelli, Michele Domenico Todino, Pio Alfredo Di Tore, Stefano Di Tore, Amelia Lecce

Abstract


In recent years, several studies have been conducted to examine the use of virtual reality within museums to aid in the process of teaching and learning about cultural heritage. This contribution aims to illustrate the nitial phases of the development of a virtual museum inspired by the principles of Universal Design for Learning in order to create an immersive environment that is accessible to everyone, particularly those with special educational needs. More specifically, a virtual museum was created using the 3D digital assets of the excavated archeological remains available at the National Sannio Caudino Archeological Museum in Benevento and the Archeological Museum of Carife in the province of Avellino. The article focuses on cultural accessibility, examining the potential of virtual reality systems to create an inclusive environment that makes communication dynamic and accessible to a heterogenous audience.

 


Keywords


virtual reality; educational museum; inclusion; accessibility

Full Text:

PDF (Italiano)

References


Aiello, P., Pace, E. M., & Sibilio, M. (2021). A simplex approach in Italian teacher education programmes to promote inclusive practices. International Journal of Inclusive Education, 1-14.

Biocca, F. (1997). The cyborg's dilemma: Progressive embodiment in virtual environments. Journal of computer-mediated communication, 3(2), JCMC324.

Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature reviews neuroscience, 12(12), 752-762.

Bowman, D. A., & McMahan, R. P. (2007). Virtual reality: how much immersion is enough?. Computer, 40(7), 36-43.

British Dyslexia Association. (2012). Dyslexia style guide. British Dyslexia Association. Bt Press.

Bricken, M. (1994). Virtual worlds: No interface to design. Cambridge: MIT Press.

Buzio, A., Chiesa, M., & Toppan, R. (2017, March). Virtual reality for special educational needs. In Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning (pp. 7-10).

Cobb, S. V. (2007). Virtual environments supporting learning and communication in special needs education. Topics in Language Disorders, 27(3), 211-225.

Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990). New York: Harper & Row.

Damasio, A. R. (1999). The feeling of what happens: Body and emotion in the making of consciousness. Boston: Houghton Mifflin Harcourt.

De Giorgis, G. (2021). Unity. Guida pratica per sviluppare applicazioni di realtà virtuale e aumentata, Milano: Apogeo.

Di Tore, S. (2016). La tecnologia della parola. Didattica inclusiva e lettura. Milano: FrancoAngeli.

Di Tore, S., Todino, M. D., & Sibilio, M. (2019). L’ apprendimento in ambienti di mixed reality Mixed Reality Learning Environment. Le Società per la società: ricerca, scenari, emergenze, 26, 151.

Ellis, S. R. (1994). What are virtual environments?. IEEE Computer Graphics and Applications, 14(1), 17-22.

Garau, M., Friedman, D., Widenfeld, H. R., Antley, A., Brogni, A., & Slater, M. (2008). Temporal and spatial variations in presence: Qualitative analysis of interviews from an experiment on breaks in presence. Presence: Teleoperators and Virtual Environments, 17(3), 293-309.

Gibson, J. J. (2014). The ecological approach to visual perception: classic edition. Hove: Psychology press.

Greenbaum, P. (1992). The lawnmower man. Film and video, 9(3), 58-62.

Heim, M. (2000). Virtual realism. Oxford: Oxford University Press.

Hillier, R. (2008). Sylexiad. A typeface for the adult dyslexic reader. Journal of Writing in Creative Practice, 1(3), 275-291.

Kalyvioti, K., & Mikropoulos, T. A. (2012). Memory performance of dyslexic adults in virtual environments. Procedia Computer Science, 14, 410-418.

Kast, M., Meyer, M., Vögeli, C., Gross, M., & Jäncke, L. (2007). Computer-based multisensory learning in children with developmental dyslexia. Restorative Neurology and Neuroscience, 25(3-4), 355-369.

Kay, A. (1990). User interface: A personal view. The art of human-computer interface design, 191-207.

Kim, T., & Biocca, F. (1997). Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of computer-mediated communication, 3(2), JCMC325.

Lee, K. M. (2004). Presence, explicated. Communication theory, 14(1), 27-50.

Martini, M., Perez-Marcos, D., & Sanchez-Vives, M. V. (2013). What color is my arm? Changes in skin color of an embodied virtual arm modulates pain threshold. Frontiers in human neuroscience, 7, 438.

McComas, J., Pivik, J., & Laflamme, M. (1998). Current uses of virtual reality for children with disabilities. Studies in health technology and informatics, 161-169.

Morganti, F., & Riva, G. (2006). Conoscenza, comunicazione e tecnologia: aspetti cognitivi della realtà virtuale. LED Edizioni Universitarie.

Nesti, R. (2017). Game-Based Learning: gioco e progettazione ludica in educazione. Pisa: ETS.

Pace, E. M. (2021). Physically dispersed but virtually reunited: stories of inclusion during lockdown. Giornale Italiano di Educazione alla Salute, Sport e Didattica Inclusiva, 5(1).

Pallavicini, F. (2020). Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale, Firenze: Mondadori.

Reid, L. D., Reid, M. L., & Bennett, A. (2004). Towards a Reader Friendly Font. Visible Language, Rhode Island School of Design, Providence, Rhode Island, USA.

Rello, L., & Baeza-Yates, R. (2013, October). Good fonts for dyslexia. In Proceedings of the 15th international ACM SIGACCESS conference on computers and accessibility (pp. 1-8).

Riva, G., & Gaggioli, A. (2019). Realtà virtuali: gli aspetti psicologici delle tecnologie simulative e il loro impatto sull'esperienza umana. Firenze: Giunti Psychometrics.

Riva, G., Waterworth, J. A., & Waterworth, E. L. (2004). The layers of presence: a bio-cultural approach to understanding presence in natural and mediated environments. CyberPsychology & Behavior, 7(4), 402-416.

Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332-339.

Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments, 10(3), 266-281.

Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. CyberPsychology & Behavior, 4(2), 183-201.

Schultze, U. (2010). Embodiment and presence in virtual worlds: a review. Journal of Information Technology, 25(4), 434-449.

Seth, A. K., Suzuki, K., & Critchley, H. D. (2012). An interoceptive predictive coding model of conscious presence. Frontiers in psychology, 2, 395.

Sibilio, M. (2014). La didattica semplessa. Napoli: Liguori.

Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: teleoperators and virtual environments, 8(5), 560-565.

Slater, M. (2003). A note on presence terminology. Presence connect, 3(3), 1-5.

Slater, M., Linakis, V., Usoh, M., & Kooper, R. (1996, July). Immersion, presence and performance in virtual environments: An experiment with tri-dimensional chess. In Proceedings of the ACM symposium on virtual reality software and technology (pp. 163-172).

Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.

Todino, M. D., Campitiello, L., & Di Tore, S. (2022). From presence to distance in museum education: the use of archaeological finds to create digital assets through 3D scanning. Journal of Inclusive Methodology and Technology in Learning and Teaching, 2(1).

Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225-240.

Zouboula, N., Fokides, E., Tsolakidis, C., & Vratsalis, C. (2008). Virtual reality and museum: an educational application for museum education. International Journal of Emerging Technologies in Learning (iJET), 3.




DOI: https://doi.org/10.32043/gsd.v6i4.731

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Giornale Italiano di Educazione alla Salute, Sport e Didattica Inclusiva

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Italian Journal of Health Education, Sports and Inclusive Didactics 
ISSN: 2532-3296