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Push, Scan, Tap: Embracing Commodity Technology for the provision of Accessible Information in Cultural Institutions
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Push, Scan, Tap: Embracing Commodity Technology for the provision of Accessible Information in Cultural Institutions (2024)Push, Scan, Tap: Embracing Commodity Tech…Understanding Visual Arts Experiences of Blind People (2023)Understanding Visual Arts Exp…A Gallery In My Hand: A Multi-Exhibition Investigation of Accessible and Inclusive Gallery Experiences for Blind and Low Vision Visitors (2023)A Gallery In My Hand: A Multi…Creating a Haptic 3D Model of Wenceslas Hill in Olomouc (2022)Creating a Haptic 3D Model of…Making Sense of Art (2019)Making Sense of ArtAn Independent and Interactive Museum Experience for Blind People (2019)An Independent and Interactiv…The Present and Future of Museum Accessibility for People with Visual Impairments (2018)The Present and Future of Mus…TOOTEKO: A CASE STUDY OF AUGMENTED REALITY FOR AN ACCESSIBLE CULTURAL HERITAGE. DIGITIZATION, 3D PRINTING AND SENSORS FOR AN AUDIO-TACTILE EXPERIENCE (2015)TOOTEKO: A CASE STUDY OF AUGM…Tangible interfaces for digital museum applications (2015)Tangible interfaces for digit…People with disabilities visit art museums: an exploratory study of obstacles and difficulties (2009)Re-imagining the museum through “touch” (2015)Accessible museum collections for the visually impaired (2016)Ethics of Artificial Intelligence for Cultural Heritage: Opportunities and Challenges (2024)An Overview of the Schwartz Theory of Basic Values (2012)Evaluation of Touchable 3D‐Printed Replicas in Museums (2017)Ability-based design (2018)Designing 3-D Prints for Blind and Partially Sighted Audiences in Museums: Exploring the Needs of Those Living with Sight Loss (2020)Touch Screen Exploration of Visual Artwork for Blind People (2021)The Hidden Dimension (1973)“It’s Kind of Context Dependent”: Understanding Blind and Low Vision People’s Video Accessibility Preferences Across Viewing Scenarios (2024)Interactive museum exhibits as tools for learning: explorations with light (1990)Designs for learning: Studying science museum exhibits that do more than entertain (2004)The Universal Declaration of Human Rights (1966)Constructing grounded theory. A practical guide through qualitative analysis (2006)Multimodality: A Social Semiotic Approach to Contemporary Communication (2011)Designing Accessible Obfuscation Support for Blind Individuals’ Visual Privacy Management (2024)From Provenance to Aberrations: Image Creator and Screen Reader User Perspectives on Alt Text for AI-Generated Images (2024)Painting with Cameras and Drawing with Text: AI Use in Accessible Creativity (2024)Blindness, Art and Exclusion in Museums and Galleries (2003)A Study of Multi-Sensory Experience and Color Recognition in Visual Arts Appreciation of People with Visual Impairment (2021)Direct or Immersive? Comparing Smartphone-based Museum Guide Systems for Blind Visitors (2024)Engaging Visually Impaired People in Science Museums Through an Immersive Workshop: Practices, Challenges, and Opportunities (2025)"Catching lightning in a bottle": How Blind or Low Vision Creators Navigate Ideation Across Creative Domains (2026)Mixed Reality for Museum Experiences: A Co-Creative Tactile-immersive Virtual Coloring Serious Game (2018)Design and evaluation of smart-exhibit systems that enrich cultural heritage experiences for the visually impaired (2023)Exploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction (2023)
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References

  • 2015TOOTEKO: A CASE STUDY OF AUGMENTED REALITY FOR AN ACCESSIBLE CULTURAL HERITAGE. DIGITIZATION, 3D PRINTING AND SENSORS FOR AN AUDIO-TACTILE EXPERIENCE98 cited
  • 2018The Present and Future of Museum Accessibility for People with Visual Impairments64 cited
  • 2023Understanding Visual Arts Experiences of Blind People56 cited
  • 2019An Independent and Interactive Museum Experience for Blind People55 cited
  • 2019Making Sense of Art37 cited
  • 2015Tangible interfaces for digital museum applications25 cited
  • 2023A Gallery In My Hand: A Multi-Exhibition Investigation of Accessible and Inclusive Gallery Experiences for Blind and Low Vision Visitors9 cited
  • 2022Creating a Haptic 3D Model of Wenceslas Hill in Olomouc3 cited

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