34,070 research outputs found

    Museums as disseminators of niche knowledge: Universality in accessibility for all

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    Accessibility has faced several challenges within audiovisual translation Studies and gained great opportunities for its establishment as a methodologically and theoretically well-founded discipline. Initially conceived as a set of services and practices that provides access to audiovisual media content for persons with sensory impairment, today accessibility can be viewed as a concept involving more and more universality thanks to its contribution to the dissemination of audiovisual products on the topic of marginalisation. Against this theoretical backdrop, accessibility is scrutinised from the perspective of aesthetics of migration and minorities within the field of the visual arts in museum settings. These aesthetic narrative forms act as modalities that encourage the diffusion of ‘niche’ knowledge, where processes of translation and interpretation provide access to all knowledge as counter discourse. Within this framework, the ways in which language is used can be considered the beginning of a type of local grammar in English as lingua franca for interlingual translation and subtitling, both of which ensure access to knowledge for all citizens as a human rights principle and regardless of cultural and social differences. Accessibility is thus gaining momentum as an agent for the democratisation and transparency of information against media discourse distortions and oversimplifications

    The accessible museum: towards an understanding of international museum audio description practices

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    Introduction: Audio description (AD) in museums is crucial for making them accessible for people with visual impairments. Nevertheless, there are limited museum-specific AD guidelines currently available. This research examines current varied international practitioner perspectives on museum AD, focusing on imagery, meaning, emotion and degrees of objectivity, and the regional differences (Europe, US) in AD traditions, in order to better understand how museum AD can be used to enhance access. Methods: Forty-two museum describers from 12 countries responded to a questionnaire requiring fixed-choice and free-text responses about the purpose and construction of museum AD. Results: Inference tests showed that European describers agreed more strongly than US describers that AD should ‘explore meaning’ (U = 91.00, N1 = 24, N2 = 14, p = 0.03), and ‘create an emotional experience’ (U = 89.50, N1 = 24, N2 = 14, p = 0.03), rating the use of cognitive prompts as more important (U = 85.50, N1 = 21, N2 = 14, p = 0.04). Qualitative data enriched this understanding by exploring participant responses on the themes of mental imagery, objectivity and interpretation and cognitive prompts. This highlighted broader agreement between regions on mental imagery, but more acceptance of interpretation in AD from the European respondents. Discussion: US and European describers’ opinions differ regarding the purpose of AD: whether it is about conveying visual information or whether broader interpretations should be incorporated into descriptions for audiences with visual impairments. Implications for Practitioners: These findings indicate that further discussion is needed regarding the purpose of museum AD, and in particular the way in which objectivity is contextualised. They raise questions about AD providing visual information, and/or seeking to address a wider museum experience, including the stimulation of curiosity or emotion

    Low velocity impact response of rc beam with artificial polyethylene aggregate as concrete block infill

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    In structural design, an ideal situation for saving materials would be to reduce the weight of the structure without having to compromise on its strength and serviceability. A new lightweight composite reinforced concrete section was developed with a novel use of a lightweight concrete block as infill utilizing Artificial Polyethylene Aggregate (APEA and MAPEA). The concrete near the neutral axis acts as a stress transfer medium between the compression and tension zones. Partial replacement of the concrete near the neutral axis could create a reduction in weight and savings in the use of materials. In this experimental work, APEA and MAPEA were utilized as replacement for normal aggregates (NA) at percentages of 0%, 3%, 6%, and 9%, 12%, and 100% in the concrete mix. In this study, the concrete block infill uses the 100% MAPEA as a replacement for coarse aggregate. A total of sixteen beams were prepared measuring 170 mm × 250 mm × 1000 mm, in which four specimens were used as control samples (NRC) and twelve specimens were the reinforced concrete beam incorporated with different size of concrete block infill (RCAI) consisting of 100% MAPEA. All beams were tested with 100 kg steel weight dropped vertically from a height of 0.6 m and 1.54 m, which was equivalent to 3.5 m/s and 5.5 m/s respectively. Based on the experimental results, the impact force, displacement and crack patterns were affected by the impact load. For RCAI specimens, the impact force was larger but smaller displacement value was observed, compared to the NRC specimens. Furthermore, the width of the cracks generated in the RCAI specimens near the mid-span was less than that on the NRC specimen. All experiment results were validated against FEM. The transient impact force histories, displacement and crack patterns obtained from FEM matched reasonably well with the experiment results. The error reported a range of 1% to 15%. The results showed that the proposed use of concrete block infill produced desirable results under the impact loads. The main advantages of the concrete block infill that utilized MAPEA from waste plastic bags due to the weight reduction about 6% in the concrete beams

    Improvement of speed response in four-phase DC–DC converter switching using two shunt voltage-source

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    This study proposes a technique that is able to improve the speed response of a four-phase DC–DC converter switching. The basic concept of the proposed technique is the inclusion of two shunt-connected voltage sources in series to the converter system. Using a higher input voltage to drive the load, a higher current per microsecond output system will be obtained and reverts to its nominal input upon obtaining desired references. Thus, the transient response observed when using this proposed technique is found to be much faster when compared to the conventional converter. Moreover, this technique is easily implemented as it requires only an additional voltage source, power switch, and power diode. The integrated model of the two shunt voltage-source in a four-phase DC–DC converter was simulated in MATLAB/Simulink and validated against the experimental results of a laboratory prototype, 600 W four-phase DC–DC converter. The novelty of this proposed technique is its ability to provide faster operations for critical loads applications, lower output capacitor and lower operating frequency

    Investigating situated cultural practices through cross-sectoral digital collaborations: policies, processes, insights

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    The (Belfast) Good Friday Agreement represents a major milestone in Northern Ireland's recent political history, with complex conditions allowing for formation of a ‘cross-community’ system of government enabling power sharing between parties representing Protestant/loyalist and Catholic/nationalist constituencies. This article examines the apparent flourishing of community-focused digital practices over the subsequent ‘post-conflict’ decade, galvanised by Northern Irish and EU policy initiatives armed with consolidating the peace process. Numerous digital heritage and storytelling projects have been catalysed within programmes aiming to foster social processes, community cohesion and cross-community exchange. The article outlines two projects—‘digital memory boxes’ and ‘interactive galleon’—developed during 2007–2008 within practice-led PhD enquiry conducted in collaboration with the Nerve Centre, a third-sector media education organisation. The article goes on to critically examine the processes involved in practically realising, and creatively and theoretically reconciling, community-engaged digital production in a particular socio-political context of academic-community collaboration

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    In Homage of Change

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    Curate and storyspace: an ontology and web-based environment for describing curatorial narratives

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    Existing metadata schemes and content management systems used by museums focus on describing the heritage objects that the museum holds in its collection. These are used to manage and describe individual heritage objects according to properties such as artist, date and preservation requirements. Curatorial narratives, such as physical or online exhibitions tell a story that spans across heritage objects and have a meaning that does not necessarily reside in the individual heritage objects themselves. Here we present curate, an ontology for describing curatorial narratives. This draws on structuralist accounts that distinguish the narrative from the story and plot, and also a detailed analysis of two museum exhibitions and the curatorial processes that contributed to them. Storyspace, our web based interface and API to the ontology, is being used by curatorial staff in two museums to model curatorial narratives and the processes through which they are constructed
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