335 research outputs found

    Museums and the Metaverse: Emerging Technologies to Promote Inclusivity and Engagement

    Get PDF
    Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum of Sculpture. Digital twins of museums are increasingly common, along with UNESCO World Heritage Sites. Such virtual experiences can be leveraged to prepare neurodiverse visitors prior to visiting a museum. This chapter will outline how existing approaches to social stories and sensory maps may be combined with XR experiences to support neurodiverse visitors and their families. While onsite, immersive technologies can be used both for engagement and to provide accommodations for greater inclusivity and diversity

    Technology Changes Everything: Inclusive Tech and Jobs for a Diverse Workforce: Pierce Memorial Foundation Report

    Get PDF
    This document serves as the final report to the Pierce Foundation for funding to support the design and implementation of a 1.5-day Forum entitled “Technology Changes Everything: A Forum on Inclusive Tech and Jobs for a Diverse Workforce” conducted in NYC on October 26-27, 2017 at Baruch College. The conference idea was conceived to address the need to raise awareness across a number of distinct areas where technology is currently impacting employment outcomes for people with disabilities. The topics ranged from one as straightforward as the critical need for attention on equitably integrating individuals with disabilities into the rapidly exploding tech sector workforce, to the much more nuanced and complex application of algorithmic screening and job-matching tools increasingly used in online job applications and selection processes. Other topics focused on were equitable access to entrepreneurship opportunities, inclusive design in technology-based products and services, and the growing targeted focus of technology sector and tech-intensive industries in affirmative recruitment and hiring of individuals with Autism

    The state of web accessibility for people with cognitive disabilities: a rapid evidence assessment

    Get PDF
    Increased digitisation of day-to-day activities was occurring prior to the COVID-19 pandemic. The pandemic only accelerated the virtual shift, making web accessibility an urgent issue, especially for marginalised populations. Despite decades of work to develop, refine, and implement web accessibility standards, people with cognitive disabilities regularly experience many barriers to web accessibility. To inform ongoing work to improve web accessibility for people with cognitive disabilities, a systematic review was conducted. The main question guiding this review is: what are the state-of-the-art of interventions that support web accessibility for citizens, 9 years of age and up, living with cognitive impairment? A set of 50 search strings were entered into three academic databases: SCOPUS, ProQuest, and Web of Science. Systematic screening procedures narrowed the search returns to a total of 45 included papers. A data analysis revealed themes associated with the lived experiences of people with cognitive disabilities, tools for improving web accessibility, and methodological best practices for involving people with cognitive disabilities in research. These findings have immediate implications for ongoing research and the development of meaningful solutions to the problem of web accessibility for people with cognitive disabilities.info:eu-repo/semantics/publishedVersio

    Virtual Reality in Mathematics Education (VRiME):An exploration of the integration and design of virtual reality for mathematics education

    Get PDF
    This thesis explores the use of Virtual Reality (VR) in mathematics education. Four VR prototypes were designed and developed during the PhD project to teach equations, geometry, and vectors and facilitate collaboration.Paper A investigates asymmetric VR for classroom integration and collaborative learning and presents a new taxonomy of asymmetric interfaces. Paper B proposes how VR could assist students with Autism Spectrum Disorder (ASD) in learning daily living skills involving basic mathematical concepts. Paper C investigates how VR could enhance social inclusion and mathematics learning for neurodiverse students. Paper D presents a VR prototype for teaching algebra and equation-solving strategies, noting positive student responses and the potential for knowledge transfer. Paper E investigates gesture-based interaction with dynamic geometry in VR for geometry education and presents a new taxonomy of learning environments. Finally, paper F explores the use of VR to visualise and contextualise mathematical concepts to teach software engineering students.The thesis concludes that VR offers promising avenues for transforming mathematics education. It aims to broaden our understanding of VR's educational potential, paving the way for more immersive learning experiences in mathematics education

    Neuroinclusive workplaces and biophilic design: Strategies for promoting occupational health and sustainability in smart cities

    Get PDF
    This study aims to investigate the impact of biophilic design on occupational health and productivity, with a particular focus on addressing the needs of diverse populations, including the neurodiverse, during the post-pandemic return to work. With an estimated 15 – 20% of the global population considered neurodiverse, it is crucial to understand and accommodate their specific needs, such as those with attention-deficit hyperactivity disorder, autism spectrum condition, and learning disabilities. These individuals face increased occupational stress, necessitating the development of targeted strategies. The renewed interest in sustainability and employee well-being has led to a resurgence of biophilic design in the workplace. Grounded in the concept that humans possess an inherent inclination to affiliate with nature, the biophilic design integrates natural elements and art into the built environment. This integration has been found to reduce activity in the amygdala, promoting stress recovery, prolonged attention, and increased productivity among employees. To effectively acclimate neurodiverse individuals in the work environment, biophilic design should be complemented using extended reality (XR) technology supported by artificial intelligence. Virtual reality, in particular, has been shown to facilitate individuals’ comfort in new workspaces, aid in self-assessments through biofeedback, and enable the adjustment of surroundings for self-regulation. Furthermore, biophilic design has the potential to promote sustainability in smart cities by integrating natural elements into the built environment. This integration helps reduce the carbon footprint of buildings and enhances energy efficiency. By creating workplaces that prioritize biophilic design principles, organizations can contribute to a more inclusive, sustainable, and productive work environment

    Enhancing Proprioception and Regulating Cognitive Load in Neurodiverse Populations through Biometric Monitoring with Wearable Technologies

    Get PDF
    This paper considers the realm of wearable technologies and their prospective applications for individuals with neurodivergent conditions, specifically Autism Spectrum Disorders (ASDs). The study undertakes a multifaceted analysis that encompasses biomarker sensing technologies, AI-driven biofeedback mechanisms, and haptic devices, focusing on their implications for enhancing proprioception and social interaction among neurodivergent populations. While wearables offer a range of opportunities for societal advancement, a discernable gap remains: a scarcity of consumer-oriented applications tailored to the unique physiological and psychological needs of these individuals. Key takeaways underscore the emergent promise of tailored auditory stimuli in workplace dynamics and the efficacy of haptic feedback in sensory substitution. The investigation concludes with an urgent call for multidisciplinary research aimed at the development of specific consumer applications, rigorous empirical validation, and an ethical framework encompassing data privacy and user consent. As the pervasiveness of technology in daily life continues to expand, the article posits that there is an imperative for future research to shift from generalized solutions to individualized applications, thereby ensuring that the spectrum of wearable technology truly accommodates the full scope of human neurodiversity

    Leveling the Playing Field: Supporting Neurodiversity via Virtual Realities

    Get PDF
    Neurodiversity is a term that encapsulates the diverse expression of human neurology. By thinking in broad terms about neurological development, we can become focused on delivering a diverse set of design features to meet the needs of the human condition. In this work, we move toward developing virtual environments that support variations in sensory processing. If we understand that people have differences in sensory perception that result in their own unique sensory traits, many of which are clustered by diagnostic labels such as Autism Spectrum Disorder (ASD), Sensory Processing Disorder, Attention-Deficit/Hyperactivity Disorder, Rett syndrome, dyslexia, and so on, then we can leverage that knowledge to create new input modalities for accessible and assistive technologies. In an effort to translate differences in sensory perception into new variations of input modalities, we focus this work on ASD. ASD has been characterized by a complex sensory signature that can impact social, cognitive, and communication skills. By providing assistance for these diverse sensory perceptual abilities, we create an opportunity to improve the interactions people have with technology and the world. In this paper, we describe, through a variety of examples, the ways to address sensory differences to support neurologically diverse individuals by leveraging advances in virtual reality

    Museums and the Metaverse: Emerging Technologies to Promote Inclusivity and Engagement

    Get PDF
    Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum of Sculpture. Digital twins of museums are increasingly common, along with UNESCO World Heritage Sites. Such virtual experiences can be leveraged to prepare neurodiverse visitors prior to visiting a museum. This chapter will outline how existing approaches to social stories and sensory maps may be combined with XR experiences to support neurodiverse visitors and their families. While onsite, immersive technologies can be used both for engagement and to provide accommodations for greater inclusivity and diversity

    Finding resilience through music for neurodivergent children

    Get PDF
    This research paper presents a collaborative effort to design a music-making tool that seamlessly blends enjoyment with accessibility, specifically tailored to meet the needs of children with diverse abilities including those who are neurodiverse and have varying musical abilities. The study's primary objective is to provide support to children who encounter challenges in learning traditional musical instruments or who have sensory processing issues and learn their experience of using this tool. Additionally, the research explores the potential role of music therapy in this context, with a focus on how the designed tool can serve as an ideal platform for fostering creativity and self-regulation among children. Qualitative research methods, namely participatory design and cooperative inquiry, were employed to develop and refine different aspects of the music-making tool iteratively. Active involvement and feedback from the primary participants, comprising children with diverse abilities and a music therapist, played a central role throughout the tool's development process. The findings indicate that children responded positively to the technology, revealing diverse applications in music education, therapy, and play. Furthermore, this study identified valuable opportunities for immediate improvements in the robot's design to enhance its overall usability and effectiveness in catering to the needs of its users. The collaborative design approach and the integration of music therapy perspectives demonstrate significant potential for advancing inclusive music education, play and therapeutic interventions for children with diverse abilities
    • …
    corecore