博物馆中的数字技术:平等获取文化遗产的关键问题和机会

Alessia Brischetto, Ester Iacono, Claudia Becchimanzi
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引用次数: 0

摘要

博物馆体验的特点是与许多不同的文物互动,包括平板电脑和智能手机,它们通过提供专用的音频导览、为特定博物馆设计的特定地点应用程序等来支持参观。他们可能会整合增强现实(AR)或虚拟现实(VR)来丰富访问或以其他方式提供不同层次的互动,目的是吸引(engagement)人们。在包容性方面,主要操作系统默认包含内置的辅助技术,这些技术正在变得越来越先进。事实上,辅助技术现在是大多数智能手机的特色,而且由于语音用户界面和人工智能的优化,辅助技术也变得普遍。特别是,就普及程度而言,近年来IOS的“无障碍设置”(Android也提供类似功能)等功能增强了访问和享受技术的方式,实际上使数百万人能够以前所未有的方式交流和实践他们的自主权(直到几年前,这些功能还需要安装附件插件或购买外部外设)。音频指南虽然是一种流行的工具,但仍然使聋哑人无法获得知识。事实上,与视频导游不同,音频导游只允许游客访问音频,而不允许其他形式的通信支持,如文本、图形、路线图和/或视频。为了克服这一问题并保证尽可能多的人能够进入,许多博物馆正在采用针对特定类别的残疾人的定制解决方案。例如,他们在自己的平板设备上使用LIS的音频和视频导览,或者提供与博物馆应用程序的集成。本研究旨在促进博物馆中所有人对文化的包容性获取。这一目标是通过对关键问题的分析和对文物的实现机会的识别来实现的,这些文物与游客互动,并通过这些文物塑造了游客的体验。本文介绍了博物馆参观中主要文物的最新研究,重点是可访问性。该研究包括国际水平的博物馆应用程序,网页辅助功能插件,以及主要操作系统(iOS和Android)提供的不同标准辅助功能。研究结果表明,缺乏充分包容博物馆无障碍的工具,即同时考虑到多种残疾,包括长期的身体、精神、认知或感官障碍,而这些残疾往往是看不见的。事实上,博物馆参观的应用程序和文物往往会根据残疾类别划分功能(例如,只关注聋哑人或只关注盲人),从而加剧了污名化和分裂效应。此外,该研究强调,在被选中的博物馆中,尽管整合了技术,并提供了应用程序和网站的支持,但只有少数优秀的例子成功地以包容性的方式提供了博物馆体验。最后,本文的目的是激发对技术和设计方面的可访问性主题的反思,以便超越仅仅符合标准,而是将其与设计研究提供的许多定性和定量工具相结合,从而传播使文化在博物馆环境中完全可访问的设备和文物
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital technologies in museums: Critical issues and opportunities for equal access to cultural heritage
The museum experience is characterized by interaction with many different artifacts, including tablets and smartphones, which support the visit by providing access to purpose-built audio guides, site-specific apps designed for the particular museum to visit, etc. They may integrate Augmented Reality (AR) or Virtual Reality (VR) to enrich the visit or otherwise provide for different levels of interaction with the aim of engaging (engagement) people. In terms of inclusivity, major operating systems include built-in Assistive Technologies by default, which are becoming increasingly advanced. In fact, Assistive Technologies now feature most smartphones and have also become pervasive due to the optimization of Vocal User Interfaces and Artificial Intelligence. In particular, in terms of pervasiveness, features such as IOS's "Accessibility settings" (Android also offers similar functionality) in recent years enhanced the modality of access and enjoyment of technology and actually enable millions of people to communicate and practice their right to autonomy as never before (these kinds of features required the installation of accessory plug-ins or the purchase of external peripherals until a few years ago). Audio-guides, although a popular tool, still make knowledge inaccessible to the deaf public. In fact, audio-guides, unlike video-guides, allow visitors only access to audio and exclude other forms of communication support such as text, graphics, route maps, and/or video. To overcome this issue and guarantee access to the widest possible number of people, many museums are adopting customized solutions for the specific category of disability. For example, they use LIS audio guide and video guide on their own tablet devices or provide for their integration within museum apps. This research aims to contribute to inclusive access to culture for all people in museums. This goal is being achieved through the analysis of critical issues and the identification of implementation opportunities for the artifacts with which visitors interact and through which the very experience of visiting is shaped.This paper presents a state-of-the-art study of the main artifacts that are part of the museum visit, with a focus on accessibility. The study includes museum Apps at international level, web accessibility plugins, and the different standard accessibility features offered by the main operating systems (iOS and Android). The results of the research show a lack of tools that provide museum accessibility in terms of full inclusion, i.e., taking into account several disabilities at the same time, including long-term physical, mental, cognitive or sensory impairments, which are often unseen. In fact, apps and artifacts for museum tours have a tendency to divide functions according to disability category (focusing, for example, only on the deaf or only on the blind), thus accentuating the stigmatizing and divisive effect. Moreover, the research highlights that only a few virtuous examples, among those selected, succeed in offering a museum experience according to an inclusive approach, despite the integration of technologies and the support of applications and websites.Lastly, the purpose of this paper is to stimulate a reflection on the topic of accessibility in terms of both technology and design, in order to go beyond mere conformity to standards rather to integrate it with the many qualitative and quantitative tools offered by research in design, so as to disseminate devices and artifacts that make culture fully accessible in the museum setting
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