Year: 2025
Type: conference-paper
Abstract: The use of extended reality (XR) game technologies is rising, creating increasingly immersive experiences. People with visual impairments are often interested in accessing museums, galleries, libraries and archives (Asakawa et al. 2018). However, people with visual impairments are often unable to do so because of challenges related to access, navigation in the buildings and difficulties accessing artwork or other offerings (Ahmetovic et al. 2021; Asakawa et al. 2018). Limited consideration of inclusive design in GLAM (galleries, libraries, archives, and museums) environments often renders these experiences and exhibitions inaccessible for people with visual impairments (PVI).
Authors: Austin, Hailey; id_orcid 0000-0002-8274-2109, Shepherd, Lynsay; id_orcid 0000-0002-1082-1174, Merchant, Naman; id_orcid 0000-0002-2567-2239, Kavanagh, William; id_orcid 0000-0003-0521-1643
Language: English
Subfield: Human Factors and Ergonomics
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W7115393796
FWCI:
Cites:
Cited by:
Related to:
