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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Archaeological trails and contemporary art: soundscapes for visually impaired visitors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Angeliki Antoniou</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jeff Love</string-name>
          <email>j.s.Love@tudelft.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ioanna Lykourentzou</string-name>
          <email>i.lykourentzou@uu.nl</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Heng Gu</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Stathi</string-name>
          <email>mstathi@culture.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ephorate of Antiquities of East Attica</institution>
          ,
          <addr-line>Mpoumpoulinas 20-22 str, 10682 Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TU Delft</institution>
          ,
          <addr-line>Postbus 5, 2600 AA Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of West Attica</institution>
          ,
          <addr-line>Ag. Spyridonos 28, 12243 Aegaleo</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Utrecht University</institution>
          ,
          <addr-line>Heidelberglaan 8, 3584 CS Utrecht</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper presents the initial stages of a project that wishes to create soundscapes for people with visual impairments at the archaeological site of Souriza-Agrileza (Greece). The students of a music school collaborated with the archaeologists from the local ephorate of antiquities in order to provide appropriate sound clips that would be incorporated in the site, thus “translating” what students see to sounds and music for visitors with disabilities. In addition, the paper includes a relevant literature review that guided the design of the project.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;soundscapes</kwd>
        <kwd>visually impaired</kwd>
        <kwd>cultural landscapes</kwd>
        <kwd>heritage sites 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The Ephorate of Antiquities of East Attica has roped off and prepared clear paths that are safe
to navigate through the forest and between ancient ruins and gallery openings that are often large
holes in the ground. In addition, one specific trail is made for people with mobility issues and is
wheelchair accessible. Along the trails, visitors can also find information posts and resting areas.
In the wheelchair-accessible trail, the information posts include information in the Braille Tactile
writing system for the visually impaired, and there is a model of the archaeological site for people
to touch and understand the layout of the site and the landscape. Being sensitive to matters of
accessibility, the Ephorate wishes to enhance the experience for visitors with disabilities and go
well beyond the informative material already offered in braille for the visually impaired. Sonic
enhancements represent one promising route for increasing accessibility at the park, and the
present work focuses on the concept of cultural soundscapes in order to enrich the experience
and provide further aesthetic input for all visitors of the Souriza-Agrileza valley.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Cultural Soundscapes</title>
      <p>
        A soundscape is a term used to describe an audio environment that listeners perceive as being all
around them in space. It is primarily a conceptual tool. Creators and curators of soundscapes
focus on how sounds are heard and comprehended by a person or a group of people. With the
unique and temporal characteristics of the sound, the idea offers a comprehensive method of
understanding a location [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The concept was introduced in 1969 by composer R. Murray Schafer
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Although the concept first appeared in the 60s, it is the last fifteen years that it has attracted
researchers’ attention [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Technological developments in recent years allow for richer captures
of sound environments which serve as new tools for anthropologists [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Soundscapes are not
limited to sounds, but also include associated environmental, social and psychological elements.
Some of the ways soundscapes affect the behavior and the emotions of people are demonstrated
in a study by Davies et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], where a focus groups methodology, which used soundwalks,
showed that the two primary elements of a soundscape's emotional response appear to be
tranquility and vibrancy. Soundscapes are also interesting for urban planners, since the levels of
sounds affect the quality of city life and need to be managed [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Within the domain of archaeology, there are cultural heritage artifacts and spaces that can only
be understood with sound, such as the prehistoric ringing stones in Sweden. In this case, sound
is necessary for visitors to have a more complete and multisensory experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Similarly,
ancient instruments can be understood better when we can hear the sounds they produce, and
this is a part of the archaeology of sound [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Sounds connected to the past are not housed solely
in objects; they may also be sounds connecting to ancient nature, different types of human
activity, etc. Reconstructions of archaeological sites typically focus on visual cues and essentially
ignore the sounds of the past. Still layers of sound are important to complement and enrich the
visual experience for all visitors. In a location similar to Souriza-Agrileza, the importance of
understanding past landscapes, including sound, was recently recognised through a
representation of daily life in a Viking Age town with sounds of ancient workshops and other
activities befitting the time [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Historical soundscapes continue to become more sophisticated.
Primeau and Witte [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] have explored how humans perceive their larger surroundings by using
GIS technologies to model soundscapes. Alongside these kinds of efforts, research communities
focused on how historical disciplines have been developing tools and methods to model sound
perception, incorporate sounds in GIS technology, and create soundscapes of the past [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        The way sound is used in archaeology has changed over time. Even the terminology used to
describe sounds has changed. Today we discuss more in terms of the study of sound archaeology
and soundscapes which emphasizes the necessity of considering an archaeological site's entire
acoustic ecosystem [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The emerging field of archaeoacoustics represents the codification of
knowledge regarding sound from the past [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Overlapping this is the study of
physchoarchaeoacoustics, one branch of which explores how sound was used in certain
landscapes, and why ancient societies gave special meaning to locations with particular acoustical
qualities [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Other uses of sound in archaeology include investigating past forms of language
and dialects that are long lost [13].
      </p>
      <p>Sound is an integral part of intangible cultural heritage, and we continue developing our
collective practices for how to preserve and present them to provide more complete
representations of the past. The temporal quality of sounds makes them evanescent in nature.
Our interpretations of past soundscapes and our attempts at recreating or reinterpreting them
feed into a larger discourse of contemporary sonic culture. Some of these currently lie under
threat, and there are calls for urgent action to preserve some modern cultural soundscapes to
preserve cultural identity [14].</p>
      <p>The importance of sounds in cultural heritage and the way they connect “place and space, mind
and body, cultural context and emotion” ([15], p.4494) make soundscapes ideal tools for
providing rich cultural experiences to the visually impaired and anyone else willing and able to
engage with them. The Souriza-Agrileza trails are a fitting environment to experiment further
with the forms and functions of soundscapes. In addition to possessing archaeological sites which
lend themselves to recognizable sounds, the valley is a natural reserve area, and at least one study
has also shown that satisfaction with soundscapes increases when they are experienced in green
spaces [16]. Research and design of soundscapes in cultural heritage environments are still in
their infancy [17], and the present work wishes to go a step further and study how cultural
soundscapes work for visitors with disabilities.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Accessibility for the visually impaired in outdoor cultural heritage</title>
      <p>Museums and other heritage organizations now prioritize accessibility and approachability in
their mandates to the public. Cultural heritage institutions constitute possible spaces for
expression and social activism to facilitate what Pruulmann-Vengerfeldt and Runnel [18] call
cultural citizenship. Accessibility for visually impaired visitors has been approached from several
angles, and in recent years efforts have been focused on experimenting with assistive
technologies which could be employed following the principles of Universal Design [19].</p>
      <p>The ways in which people experience and understand history are complex, and one of the
practices we attempt to encompass the full scope of ways we engage and learn about the past is
through multisensorial interactions [20]. Joy and Sherry [21] point to experiences involving
multiple senses as a blending of two or more inputs into an individual’s imagination. These
facilitate aesthetic experiences - among which we may include most if not all interactions with
cultural heritage - about which a person can reason and express in their own terms. Multisensory
exhibits now seem to be widely accepted as preferable for creating moments of meaningful
contact between visitors and objects.</p>
      <p>Multisensory interventions created outdoors, and in other locations beyond the relatively
controlled spaces of museums, introduce challenges with which we are only beginning to grapple.
As far as we know, no systematic study is currently dedicated to multisensory experiences or
accessibility in outdoor heritage. Some elements may be inferred from general studies on heritage
landscapes, such as the work of Paul Meurs’ [22], along with a relatively small number of
experimental studies that include the meSch case study on the Sheffield General Cemetery [23]
and the interactive prototypes placed within Bunratty Folk Park [24].</p>
      <p>With the notable exception of narration and storytelling available through audio guides,
studies of how to incorporate sound into visitor experience of natural &amp; cultural heritage have
been fairly limited.</p>
      <p>Auditory Augmented Reality (AAR) is relatively less explored compared to Visual augmented
reality (AR), but it has been shown to aid the visually impaired [25, 26], particularly in the
application of navigation [27, 28, 29]. Visually impaired individuals tend to favor paths with more
reference points, as well as fixed and temporary cues, to form a linked-nodes style cognitive
mapping [30]. Participants visiting the Andy Warhol Museum with AAR valued having a
personalized experience without relying on sighted peers or joining a specialized tour [31]. It is
worth noting that blind visitors sometimes visit museums for social reasons, and accessibility
technologies should not overshadow opportunities to connect with fellow visitors.</p>
    </sec>
    <sec id="sec-4">
      <title>4. The Lavrio case study</title>
      <p>At the Souriza-Agrileza trails, the information for the visually impaired is only present on a
specific path and not the entire route that is available to the public. In addition, the information
that is available in braille is the same as for people with normal vision, explaining the use of the
mines in antiquity and in the 19th and 20th centuries. Information about the landscape other than
in the model is not presented. Nevertheless, what makes the Souriza-Agrileza trail an
unforgettable experience is the combination of the ruins of the ancient mines and workshops with
the nature around them. Located up in the mountain with great sea views and under pine trees,
the trails provide an experience that engages all the senses, from hearing the wind and the birds
to smelling the pine trees and touching ancient stones on the way. The experience cannot be
simply explained with words.</p>
      <p>To provide rich cultural experiences for all visitors, the help of the teachers and students of
the Experimental Music High School of Pallini was requested in March 2023. The students of the
school are between 12 and 18 years of age and they are intensively taught music on a daily basis.
Most of them play at least three instruments and work with all aspects of music. Students play
classical, as well as traditional Greek music and they are free to experiment with all musical forms
and create their own music. At the school there are different music groups that include teachers
and students, which focus on different types of music. Two groups responded to our call. One
group is called “Music Bridges” and it specializes in east Mediterranean traditional music and the
other group is the group of the “School Radio” specializing in sound engineering and preparation
of radio music programs. In total, 25 students and three teachers participated in the project. The
students would create short music clips for all the information posts of the archaeological trails.
By the end of the project, the students will produce 14 one-minute sound files, which will be
added on the information posts as QR codes, and all visitors will be able to hear the sounds on
their phones as they visit the site.</p>
      <p>The two music groups visited the Souriza-Agrileza trails and had a two-hour guided tour by
an archaeologist of the Ephorate of Antiquities of East Attica. Students could choose one
information post each (they could also work in couples) and had to study the informative
material, inspect the environment around it, take photos, record sounds, and write down their
feelings and any free associations that might come to their mind. All these would function as
inspiration elements for their music clips. In addition, the radio group recorded nature sounds
from the locations and filmed different parts.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Designing Universally Accessible Outdoor Soundscapes</title>
      <p>Adding music to the existing curated experiences at Lavrio marks an attempt to apply and realize
the seven Universal Design principles as expressed by Story, Mueller and Mace [32] in outdoor
heritage settings. These principles are: 1. equitable use, 2. flexibility in use, 3. simple and intuitive
use, 4. perceptible information, 5. tolerance for error, 6. low physical effort, 7. size and space for
approach and use. One further aspiration here is to be more aware of the need for aural diversity
in cultural spaces (cf. [33]), though we recognize that more can be done here as well. We make no
claim to have actualized a rich panoply of meaningful sonic interactions in our case study; still the
study marks one additional step in the direction of universality of experience.</p>
      <p>After a canvas of recent and ongoing systems at similar locations, we ultimately settled on
music as a means to enrich and include visitors to the park. The Sheffield Cemetery and Bunratty
Park examples mentioned previously both contain a sound component as part of their designs.
One novel piece of the soundscape concept in Lavrio is using music as an abstract form of
communication. We here posit that an additional channel of experience can be conveyed through
the abstraction of musical metaphor. Music here functions in a way similar to Ting’s [34]
experimental interactions for ceramics. Separate from, and in addition to, visual cues such as
labels and signs, music brings an audio element to the visitor experience. The choice of music
over other - more conventional - sound options, such as tour narration or reconstructions of
historical noises is motivated by a desire to use it as an emotional channel between the heritage
site and the listener. One further addition on our part has been incorporating music inspired by
the site itself rather than borrowed from elsewhere. The music was composed by local
adolescents encountering the site for the first time, an experience we expect will resonate with
most site visitors.</p>
      <p>We hypothesize that the introduction of music alongside the visual and tactile landscape of
Lavrio will make visits to the park more universally accessible, meaningful, and memorable to
park visitors. The Lavrio music is intended to be maximally simple to use (principle 3) by placing
no physical demand (principle 6) on visitors and only a temporary cognitive task of listening to a
short (around one minute) piece of music at a time of their choosing. As the music is emotive and
interpretive rather than didactic or pedagogical, there are no prescribed means for experiencing
it and thus little space for erroneous usage (principle 5) outside of the failure of devices emitting
the music - an issue for any digital technology. We leave aside the possibility of personal
frustration in trying to suss out a non-existent, ‘correct’ interpretation of the music in a given
space.</p>
      <p>As the musical soundscape remains conceptual, there remains some ambiguity in its next
phase of implementation. Ideally, the music will be channeled through any device chosen by the
visitors such as their phone as well as a borrowable device from the site for those who would
wish it. The aim here is to ensure that all visitors can play the music and listen to it where and
when they please (principles 1 and 2). Some uncertainty also remains concerning the ‘legibility’
of the music (principle four) as well as situating it within the outdoor space (principle seven).
Further iterations with the input of visitors are forthcoming.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>Cultural heritage sites are complex spaces in which innovation can take place. Durable values,
such as a need for authenticity and preservation of space or environment, can color how novelty
appears in these spaces, but there remains a certain freedom in the exploration of digital
augmentations. Soundscapes in outdoor heritage can bring an added level of richness in
experience and increased accessibility for people who might prefer aural interactions. In the form
presented here, the soundscapes should also have a low financial cost in terms of implementation
and upkeep. The delegation of some creative control to students also serves to empower these
adolescents, a demographic traditionally underrepresented in heritage experiences. Music they
create represents their own interpretation of the site and a contribution to the heritage which
can be passed on to later visitors.</p>
      <p>As with all experimental interventions, there is no certainty about how the addition of
soundscapes to heritage sites affect visitor experiences in either the short term or the long term.
Deployment of the test case in Lavrion is set for later in 2023, at which point they can be tested
at full-scale in live settings. We fully anticipate that refinements or reworkings of the soundscape
concept will take place in future, ideally in conjunction with visitors and other communities with
a strong interest in audio experiences of the site. Deployments of this concept in similar locations
using this setup or some variant would also be valuable in demonstrating what it brings to diverse
settings.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>We are grateful to the Ephorate of Antiquities of East Attica for their collaboration and continuous
assistance. We are also honored to collaborate with the Experimental Music High School of Pallini
and the very talented students and teachers. In particular, we would like to thank the music group
“Music Bridges” and their teachers Ms. Koutrouli and Mr. Kolovos, as well as the music group
“School Radio” and their teacher Ms. Levanti. It is also important to note that all involved parties
worked voluntarily.</p>
      <p>This research has been co-financed by the European Regional Development Fund of the
European Union and Greek national funds through the operational program Competitiveness,
Entrepreneurship and Innovation, under the call RESEARCH–CREATE–INNOVATE (project code:
T2EDK01392).
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