Hutson | Inclusive Smart Museums | Buch | 978-3-031-52029-7 | www.sack.de

Buch, Englisch, 232 Seiten, Format (B × H): 148 mm x 210 mm

Hutson

Inclusive Smart Museums

Engaging Neurodiverse Audiences and Enhancing Cultural Heritage through Technology
1. Auflage 2024
ISBN: 978-3-031-52029-7
Verlag: Palgrave Macmillan

Engaging Neurodiverse Audiences and Enhancing Cultural Heritage through Technology

Buch, Englisch, 232 Seiten, Format (B × H): 148 mm x 210 mm

ISBN: 978-3-031-52029-7
Verlag: Palgrave Macmillan


This book investigates the intersection of technology and heritage, focusing on the use of immersive techniques (digital storytelling, gamification, extended reality) to develop more inclusive and engaging experiences in museums and heritage sites for neurodiverse audiences. Through the four sections (Storytelling; Gamification; Immersive Technologies; Inclusivity and Environment), the authors discuss how storytelling techniques can support accessibility; explore the advantages of game-based learning and treasure hunts to engage and educate diverse audiences; examine the impact of immersive technologies; and investigate the use of sensory kits, social stories, sensory maps, and immersive storymaps to create accessible and inclusive heritage experiences.

With a unique focus on neurodivergent, this book seeks to elucidate the manner and extent to which cutting-edge technologies can support community building, offering an invaluable resource for museum administrators, curators, exhibition designers, and heritage professionals who are responsible for creating and maintaining inclusive and accessible cultural heritage spaces. It includes practical solutions and examples showcasing best practices and innovative techniques to engage neurodiverse audience effectively. Academics and researchers interested in the fields of cultural heritage, museum studies, accessibility, and emerging technologies will also find the book useful.

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Introduction

a. Cultural Heritage

b. Neurodiverse Audiences

c. Overview of Chapters

I. Storytelling

a. Digital Storytelling

i. Overview of digital storytelling techniques

ii. How digital storytelling can enhance cultural heritage

iii. Case studies of digital storytelling projects in museums and heritage sites

b. Personal Narratives

i. The role of personal narratives in cultural heritage

ii. Techniques for collecting and preserving personal narratives

iii. Case studies of personal narrative projects in heritage contexts

c. Community Storytelling

i. The importance of community engagement in cultural heritage

ii. Methods for facilitating community storytelling

iii. Examples of community storytelling projects in heritage contexts

II. Gamification

a. Game-based Learning

i. Overview of game-based learning in heritage contexts

ii. The cognitive benefits of game-based learning

iii. Examples of game-based learning projects in heritage contexts

b. Treasure Hunts

i. How treasure hunts can be used to engage audiences with heritage

ii. The design and implementation of treasure hunts in heritage contexts

iii. Case studies of treasure hunt projects in heritage sites

c. Gamified Digital Storytelling

i. How gamification can enhance digital storytelling in heritage contexts

ii. The design and implementation of gamified digital storytelling

iii. Examples of gamified digital storytelling projects in heritage contexts

III. Immersive Technologies

a. Adaptive Extended Reality

i. Overview of adaptive extended reality technology

ii. How adaptive extended reality can enhance heritage experiences

iii. Examples of adaptive extended reality projects in heritage contexts

b. Avatars

i. The use of avatars in heritage contexts

ii. The design and implementation of avatar-based heritage experiences

iii. Case studies of avatar-based heritage projects

c. Digital Twins

i. Overview of digital twin technology

ii. How digital twins can enhance heritage experiences

iii. Examples of digital twin projects in heritage contexts

d. Wearable Devices

i. The use of wearable technology in heritage contexts

ii. The design and implementation of wearable device-based heritage experiences

iii. Case studies of wearable device-based heritage projects

IV. Inclusivity & Environment

a. Sensory Kits

i. The use of sensory kits in heritage contexts

ii. The design and implementation of sensory kits for heritage experiences

iii. Examples of sensory kit projects in heritage contexts

b. Social Stories

i. The role of social stories in heritage contexts

ii. Techniques for creating and using social stories in heritage experiences

iii. Case studies of social story projects in heritage contexts

c. Sensory Maps

i. The use of sensory maps in heritage contexts

ii. The design and implementation of sensory maps for heritage experiences

iii. Examples of sensory map projects in heritage contexts

d. Immersive Storymaps

i. The use of immersive storymaps in heritage contexts

ii. The design and implementation of immersive storymaps for heritage experiences

iii. Examples of immersive storymap projects in heritage contexts

Conclusion: Future Directions for Neuro-Inclusivity in Museums and Heritage Sites

References

List of used references and literature

Additional reading and resources for further research in this field


James Hutson is Lead XR Disruptor and Department Head of Art History and Visual Culture for the College of Arts and Humanitie at Lindenwood University, USA. He is an administrator, innovator and researcher in higher education, with a diverse range of subject-matter expertise in research, emerging technology, inclusivity, and accessibility. He actively researches the potential educational and social benefits of emerging technologies, such as immersive realities and gamification of education, and has used his expertise to explore new avenues for making cultural heritage accessible to all individuals.

Piper Hutson is Corporate Art Curator and an instructor in higher education at Lindenwood University, USA. With over sixteen years of experience in galleries across the United States, her expertise lies in 19th-century British art, art education, and inclusivity in cultural heritage collections for neurodiverse populations. She has authored several works on inclusivity in the workplace and best practices for supporting neurodiversity in cultural heritage institutions, highlighting the importance of creating accessible and welcoming spaces for all individuals to engage with cultural heritage collections.



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