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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Wissenssoziologie, Wissenschaftssoziologie, Techniksoziologie
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Museumskunde, Materielle Kultur, Erinnerungskultur
- Geisteswissenschaften Design Interface Design, Interaktionsdesign, Application Design
- Sozialwissenschaften Pädagogik Pädagogik
Weitere Infos & Material
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




