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Technology Use and Familiarity as an Indicator of Its Adoption in Museum by People with Intellectual Disabilities
5 references·0 citing·18 second hop
Technology Use and Familiarity as an Indicator of Its Adoption in Museum by People with Intellectual Disabilities (2022)Technology Use and Familiarity as an Indi…ACCESS+: Designing a Museum Application for People with Intellectual Disabilities (2022)ACCESS+: Designing a Museum A…RECONCEPTUALIZING INCLUSION IN MUSEUM SPACES: A MULTIDISCIPLINARY FRAMEWORK (2021)RECONCEPTUALIZING INCLUSION I…Improving accessibility to cultural heritage for people with intellectual disabilities (2020)Improving accessibility to cu…Enhancing Interaction and Accessibility in Museums and Exhibitions with Augmented Reality and Screen Readers (2020)Enhancing Interaction and Acc…Chapter 12: What does the Anthropocene hold for citizenship? (1905)Chapter 12: What does the Ant…Teaching every student in the digital age: universal design for learning (2003)Universal Design for Learning Guidelines, version 1.0. (2008)Thematic analysis. (2012)An Evaluation Tool for Physical Accessibility of Cultural Heritage Buildings (2022)Barriers and Facilitators to Cultural Participation by People with Disabilities: A Narrative Literature Review (2022)Co-designing a Museum Application with People with Intellectual Disabilities: Findings and Accessible Redesign (2023)Building Virtual and Augmented Reality museum exhibitions (2004)A visitors’ experience model for mixed reality in the museum (2019)Creating customer, museum and social value through digital technologies: Evidence from the MANN Assiri project (2023)Disability-First Design and Creation of A Dataset Showing Private Visual Information Collected With People Who Are Blind (2023)Scaffolding for Inclusive Co-design: Supporting People with Cognitive and Learning Disabilities (2024)Shaping Value Propositions in Cultural Heritage From a PSL Perspective (2024)Artistic Fusion: Exploring the Potential of AI-Generated Artwork in Enabling Creative Expression with People with Intellectual Disabilities (2023)Advancing Accessible Interfaces: Evaluation of Design Patterns and Recommendations for Users with Intellectual Disabilities (2024)Breaking the barriers: Extended reality and innovative technologies for enhanced accessibility of the Ceramics Museum of Cutrofiano (2025)Building an inclusive definition of e-learning: An approach to the conceptual framework (2012)Active accessibility: A review of operational measures of walking and cycling accessibility (2015)Learner Engagement in Blended Learning Environments: A Conceptual Framework (2019)
this work references cited by second hop

References

  • 1905Chapter 12: What does the Anthropocene hold for citizenship?11,532 cited
  • 2020Improving accessibility to cultural heritage for people with intellectual disabilities40 cited
  • 2020Enhancing Interaction and Accessibility in Museums and Exhibitions with Augmented Reality and Screen Readers20 cited
  • 2022ACCESS+: Designing a Museum Application for People with Intellectual Disabilities11 cited
  • 2021RECONCEPTUALIZING INCLUSION IN MUSEUM SPACES: A MULTIDISCIPLINARY FRAMEWORK7 cited

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