Μουσειακή προσβασιμότητα για άτομα με οπτική αναπηρία : ο ρόλος της ψηφιακής τεχνολογίας
Museum accessibility for people with visual impairments : the role of digital technology

View/ Open
Keywords
Απτικό γάντι ; Μουσειακή προσβασιμότητα ; Εικονική πραγματικότητα ; Επαυξημένη πραγματικότηταAbstract
The use of haptic and kinesthetic technology in the context of virtual reality can remove several limitations that characterize museum accessibility for people with visual impairments, which rely on the sense of touch for the mental visualization of exhibits. The creation of a virtual environment within which the possibility of haptic and kinesthetic interaction will be provided through the use of easy-to-use, wireless and autonomous haptic gloves is feasible. In this study, it was shown that the use of new haptic glove technology that does not require an exoskeleton, removes the disadvantage of weight and difficulty of movement and can be used by people with visual impairments. The lightweight and autonomous haptic gloves enhance haptic and kinesthetic feedback in real time, offering high accuracy of sensing the properties of objects. Wirelessly connected flexible fabric gloves proved to be more effective due to their multiple degrees of freedom and sensors that simulate the tactile and kinesthetic characteristics of objects. Autonomous gloves are less expensive and require less time to put on compared to complex exoskeletal gloves, reducing user effort. In addition, the use of tactile gloves in virtual reality applications, such as digital museums, where touch is considered a key sense, was highlighted. The adoption of this technology can remove accessibility barriers for people with visual impairments. In addition to touch, hearing plays an important role, as augmented audio description improves the perception of exhibits. The combination of tactile gloves and audio description will be able to enhance the experience of visiting museums for people with visual impairments. It is suggested that future research focus on the combination of haptic and audio technologies, with the active participation of people with visual impairments in all stages of design, in order to create technologies that fully meet their needs and increase inclusion.


