=Paper= {{Paper |id=Vol-3622/paper3 |storemode=property |title=XR technologies fostering museum visits for people with impairments |pdfUrl=https://ceur-ws.org/Vol-3622/paper3.pdf |volume=Vol-3622 |authors=Dimitrios Koukopoulos,Konstantinos Koukoulis,Stella Sylaiou,Christos Fidas |dblpUrl=https://dblp.org/rec/conf/amid/KoukopoulosKSF23 }} ==XR technologies fostering museum visits for people with impairments== https://ceur-ws.org/Vol-3622/paper3.pdf
                         XR technologies fostering museum visits for people with
                         impairments
                         Dimitrios Koukopoulos1, Konstantinos Koukoulis1, Stella Sylaiou2 and Christos Fidas1
                         1 University of Patras, University Campus, 26504, Rion, Greece
                         2 International Hellenic University, Address, Serres, Index, Greece



                                          Abstract
                                          XR technologies are a trend nowadays for enhancing museum visits. Although museum visits are a way
                                          to enhance well-being in modern cities, there is a question concerning how inclusive they can be,
                                          especially for people with impairments. In this work, we are interested in people with impairments
                                          like low vision or hearing problems. In such a context, we investigate the issue of how XR technologies
                                          can benefit museum visits for impaired people. Based on the literature, we make an attempt to specify
                                          user needs and associate them with XR technology functionalities taking into account how those
                                          functionalities have been implemented in current systems for museum visits. To the best of our
                                          knowledge, there is no system for museum visits that can personalize its features to the special needs
                                          of impaired persons independently of the type of impairment they are facing. Another challenge is the
                                          engagement of impaired persons in the design and development of such systems. Our results suggest
                                          that this scientific domain is in its infancy and a lot of work remains to be done, especially for the
                                          human-computer interaction community.

                                          Keywords
                                          Impairments, XR systems, museum visits1


                         1. Introduction
                         Nowadays, the world is increasingly trying to exploit the advantages of XR technologies in
                         everyday life. People have started to become familiar with XR technologies and companies,
                         institutions and even governments are trying to exploit this popularity to provide personalized
                         services to their audience. In the case of museums, incorporating XR technologies may lead to
                         better engagement with their audience by providing distance access to their collections or
                         facilitating a better experience in the museum. The potential of those technologies has been
                         exploited within museum environments for preservation purposes, facilitation of everyday
                         functions like ticketing, or even promotion of the democratization concerning accessibility. The
                         focus of this work is how museum visits can be inclusive using XR technologies to promote well-
                         being in modern cities.
                             A lot of work is targeting the use of technology in the everyday life of a museum [1–3]. There
                         is also much work for online users who need a virtual tour for exhibitions [4–7]. However, there
                         is a limited amount of research that focuses on people with impairments and in most cases,
                         applications are focused on only one impairment type. In [8] they state that most mobile AR
                         apps for museum visitors do not support hearing-impaired visitors even though this community
                         accounts for over 5% of the world's populace. Furthermore, in [9] they state that only 20 of the
                         90 low-vision studies recruited participants with low vision. Most of the research in the field is
                         based on simulation of low vision. Also, in [10] they state that according to the US Center for


                         AMID 2023 - Workshop on Accessibility and Multimodal Interaction Design Approaches in Museums for People with
                         Impairments, September 27, 2023, Athens, Greece
                            dkoukopoulos@upatras.gr (D. Koukopoulos); kkoukoulis@upatras.gr (K. Koukoulis); sylaiou@ihu.gr (S. Sylaiou),
                         cfidas@upatras.gr (C. Fidas)
                            0000-0001-7019-4224 (D. Koukopoulos); 0000-0002-6017-8690 (K. Koukoulis); 0000-0001-5879-5908 (S.
                         Sylaiou); 0000-0001-6111-0244 (C. Fidas)
                                   © 2023 Copyright for this paper by its authors.
                                   Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
                                   CEUR Workshop Proceedings (CEUR-WS.org)



CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings
Disease Control and Prevention, 25% of US adults have a disability that “impacts major life
activities”.
   In this work, we are dealing with the user needs of people with impairments concerning
museum visits and how those needs can be facilitated by XR technology functionalities to
enhance the visiting experience in the museum or provide distance access to their collections. In
this context, there are many questions to be answered: What are the XR technological tools that
museums use to facilitate their visitors (distanced or in situ)? Is this technology equally helpful
for all their visitors? What about people with impairments?

2. XR Technology for museum visits
Milgram and Kishino defined a lot of concepts related to computer-generated realities [11, 12].
Augmented Reality (AR) is about providing a digital layer of information to the vision [13] or
even to other senses [13, 14]. Virtual reality (VR) “produces a digital environment in which
visual perception, sense of hearing, and sense of touch are highly similar to those of actual
environment within a certain range” [15]. Also, VR is there to engage several human senses
[16]. Mixed reality (MR) is not a clearly defined term [17, 18]. In MR, the digitally displayed
information tends to be an integral part of the real world. The user has the option to treat that
object like it is real. For a common understanding, we use the following definitions [19]: VR
enhances our presence and interaction with a computer-generated environment hiding from
the user the real world, and AR enhances our perception and understanding of the real world by
superimposing virtual information on our view of the real world, and MR is when real and
virtual environments blend. Extended Reality (XR) is used to describe all these realities.
However, in [20] they state that X should stand for any reality format. Going beyond the XR
technologies is the metaverse [21–24]. We will adapt the definition from [21], where the
metaverse can be seen as a virtual environment blending physical and digital, facilitated by the
convergence between the Internet and Web technologies and XR. XR offers all the technological
tools that are necessary for someone to build new worlds. It also offers devices for entering
those worlds.
Technologies related to XR [14, 16, 19, 25–27] are constantly evolving [28]. We may have some
categories related to the ability to use these technologies in an indoor or outdoor setting:
AR/MR can be indoor or outdoor while VR is mainly set to be indoor. Mobile AR can be
categorized depending on the technology used to trigger the superimposing [26]. Another
category is related to the level of immersion which depends on the type of device and the type
of reality. For example, we cannot expect a fully immersive experience with the use of a desktop
device or with the use of an AR app. The devices used for XR are mobile devices, desktop
displays [16], HMDs (like Google cardboard [29] and Meta Quest Pro [30], CAVE [31],
holographic, or smart glasses. Also, new types of devices that could offer a deeper sense of
impressiveness have started to become common (like Haptic Feedback). AR devices like HMDs
or smartphones [25] are used because they are portable and can facilitate the display of
information in the real environment. Caves or desktop computers can be used for VR, while
HMDs can be used for all XR systems. The most common devices for MR are see-through HMDs
[32]. XR applications are created using dedicated development kits (commercial or not). There
are many developments in software for VR (like [33–37]). For AR we have software like [38–
42]. For MR we cannot identify any exclusive list of toolkits or devices, but the abovementioned
software can be used in some cases [43].

3. Museums and impaired persons
According to [44], “in the context of health experience, an impairment is any loss or abnormality
of psychological, physiological or anatomical structure or function”. This definition also includes
losses that occurred during the person's lifetime. In [45], it is stated that disability “is any
restriction or lack (resulting from an impairment) of ability to perform an activity in the manner
or within the range considered normal for a human being” and a handicap is a “disadvantage for
a given individual resulting from an impairment or a disability, that limits or prevents the
fulfilment of a role that is normal (depending on age, sex, and social and cultural factors) for
that individual”. A brief list of impairments includes (according to [45]): 1. Intellectual 2. Other
psychological 3. Language 4. Aural 5. Ocular 6. Visceral 7. Skeletal 8. Disfiguring 9. Generalized,
sensory, and other impairments. In [46], they state that impairments can be related to vision,
hearing, mobility, cognitive, or speech. In all cases, the impairment might be temporary,
situational, or permanent.




                             Figure 1: Extended reality for everyone

In a study [47], participants highlighted that “the biggest issues in XR technology are overuse of
motion tracking, lack of flexibility with other hardware, lack of customization ability, lack of
compatibility with assistive technology, lack of visual, and audio, and haptic cues and an overall
lack of consideration for most kinds of disability needs”. In this work, we mainly focus on the
requirements that are required to assist impaired people. To understand the challenges that
should be confronted when an XR system is designed, [47] determines some directions to be
aware of:
    •    Understanding of specific diverse user needs and how they relate to XR.
    •    Identifying modality needs that are not obvious but required.
    •    Suitable authoring tools for supporting accessibility requirements in XR.
    •    Using languages, platforms, and engines that support accessibility semantics.
    •    Providing accessible alternatives for content and interaction.
    •    Providing specific commands within the VR environment, which assist with navigation
    to support different modalities.
    •    Using virtual assistive technologies to provide non-visual feedback.
It is obvious that each impairment type needs to be treated in a special way. In [48] they also list
needs together with requirements that are needed to be served to create a system that is
accessible for people without excluding a type of impairment. In Table 1, we list these needs
along with the proposed system requirements that provide help for impaired persons. Research
that is currently available does not deal with all the types of impairment together. In [8], they
deal with hearing-impaired persons, and they conclude that major elements of engagement for a
mobile AR application are Aesthetics, Curiosity, Usability, Interaction, Motivation, Satisfaction,
Self-Efficacy, Perceived Control, Enjoyment, Focused Attention, and Interest.

Table 1
User needs and requirements. A revised version of the data that is presented in [48]
 N Need                                     Requirements                               XR type
 1 Assistive technology users: to Navigation / alternative mapping, position VR/MR
      navigate, identify locations, objects rearrangement, sensitivity, and resizing /
     and interact                             important       objects      in     suitable
                                              modality/filtering and sorting
2    Physical disability users: to interact   Device-independent actions - not physically    VR/MR
     with items with no bodily movement       / same input for all the UI methods,
     to perform any given action.             multiple input methods at the same time.
3    Cognitive and learning disabilities      Symbol sets used to communicate and            VR/MR
     users: to personalize the immersive      layered over objects / turn off or 'mute'
     experience in various ways.              non-critical environmental content
4    Limited mobility, or tunnel or           Hit targets are large with spacing, multiple   VR/MR
     peripheral vision users: may need a      actions or gestures are not required at the
     larger 'Target size' for a button or     same time / 'Sticky Keys' requirements for
     other controls.                          various inputs
5    Limited mobility users: use voice        Navigation and interaction by Voice            XR
     commands to navigate, interact and       Activation / Voice activation should use
     communicate.                             native screen readers or voice assistants
                                              rather than external devices.
6    Colour-blind users: to be able to        Customized high-contrast skins for the         XR
     customise the colours used.              environment.
7    Screen magnification users: to check     Check the context of view and track/reset      VR/MR
     the context of their view                focus/interface elements - enlarged, menu
                                              reflow.
8  Screen magnification users: to be          Critical messaging or alerts have priority     VR/MR
   made aware of critical messaging           roles that can be understood and flagged
   and alerts often without losing            to AT, without moving the focus
   focus.
9  Blind users: to interact with a            Touch screen accessibility gestures / self- VR/MR
   gestural interface, such as a virtual      voicing option - menus / re-mapping of
   menu system.                               gestures.
10 Deaf or hard-of-hearing users (with        Text, objects, or item descriptions via a VR/MR
   the written language not to be their       signing avatar/restriction for signing
   first): signing of video for text,         videos.
   objects, or item descriptions.
11 Cognitive Impairments users: easily        Allow the user to set a 'safe place' - quick VR/MR
   overwhelmed.                               key, shortcut, or macro.
12 All Users: too much time or                Tools that support digital well-being, / set XR
   experience to lose track of time.          alarms for time limits during an immersive
                                              session
13 Screen magnification, cognitive and        Reset and calibrate their orientation/view VR/MR
   learning disability, spatial orientation   in a device-independent way / Field of view
   impairment users: to maintain focus        can be personalized - / clear visual or audio
   and understand their position they         landmarks.
   are.
14 Users of assistive technology such as      Text output, alerts, environment sounds, or XR
   blind,      or    deaf-blind       users   audio to a braille or second screen
   communicating via specialized apps,        device/flow of critical messaging or
   may have sophisticated 'routing'           content on a second screen/touch screen
   requirements for inputs and outputs.       accessibility gestures.
15 Physical or cognitive and learning         Change the speed/timing for interactions VR/MR
   disabilities users: may find some          or critical inputs can be modified / clear
   interactions too fast to keep up with      start and stop mechanisms.
   or maintain.
 16 Vestibular disorders, epilepsy, and      Alternatives for interactions that may VR/MR
    photosensitivity      users:    some     trigger epilepsy or motion sickness and/or
    interactions may trigger motion          flickering images at maximum
    sickness and other effects.
 17 Hard-of-hearing users may need           Spatialized audio content, and text XR
    accommodations to perceive audio.        descriptions of important audio content.
 18 Spatial     orientation,     cognitive   Allow mono audio sound.                  XR
    impairments, or hearing loss users in
    just one ear: may miss information
    in a stereo or binaural soundscape.
 19 Users: customize captions, subtitles,    Captioning, subtitling of multimedia XR
    and other text.                          content, customizable context, sensitive
                                             reflow of captions, subtitles, and text
                                             content.

4. Survey of apps assisting people with impairments based on XR
   functionalities.
In Table 2, we present a list of indicative research related to applications facilitating impaired
persons during museum visits, along with app features that exploit XR functionalities. In all
cases, these applications try to invent ways to transmit the information that cannot be
perceived due to the impairment, using another channel. For example, they provide more
acoustic information to low-vision persons.

Table 2
Systems and applications that assist impaired persons in a museum visit.
 System        Features for people with impairment                           Technology
 Name
                                                                              3D printed exhibits,
 Anagnostakis Navigation in exhibition halls and the tactual exploration of
                                                                              touch sensors,
 et al. 2017 exhibit replicas using touch-sensitive audio descriptions
                                                                              Arduino boards,
 [49]          and touch gestures on a mobile device.
                                                                              mobile app
 Sulaimani et Navigate autonomously around a museum combining
                                                                              mobile application,
 al. 2023 [50] current traditional non-technical accessibility methods
                                                                              AR
               with the use of 3D sound technology.
 Ahmetovic et Supporting sighted and low vision visitors in accessing 2D
 al. 2021 [51] visual artworks through interactive artwork descriptions:
                                                                              mobile app, AR
               the user can quickly find descriptions; navigate the
               description; augment descriptions with visual information;
 Soares et al. It contains a screen reader, and the user can listen to all
 2020. [52]    the extra information. This inclusive feature is essential for
                                                                              mobile app, AR
               people with disabilities, such as visually impaired or
               intellectually disabled people.
 Zaal et al.                                                                  modified narratives,
               Use narrations and spatialized ‘reference’ audio combined
 2020 [53]                                                                    enhanced audio,
               with haptic feedback.
                                                                              haptics, VR
 Trichopoulos AR-based digital storytelling system without the use of AR, tangible
 et al. 2022. images, to improve the experience of visually impaired interface, binaural
 [54]          visitors in the heritage site.                                 audio, smart glass.

5. Conclusions and Discussion
In this work, we dealt with systems or applications that are specially created for impaired
persons. Most of the apps target only one impairment, providing ways to help these people have
a better experience when visiting a museum. Furthermore, we listed several users' needs and
requirements for any XR application focusing on impaired people. These requirements should
be followed by application designers to promote inclusion. However, this does not happen
today. We could hardly see an implementation of one or two of these requirements in
applications that are for the general population.
We believe that the research on the use of technology that assists people with impairments
should be done with the impaired people and not using simulations. In [47] they mention that
“For AR and VR to become truly accessible to persons with disabilities, then those who are
experiencing disabilities must be included in the development. In the words of disability activist
James Charlton, “Nothing about us without us.”. In the future, the systems that are created for
enhancing the museum experience should adapt to the personalized needs of the persons,
impaired or not.

Acknowledgements
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: T1EDK-2-01392).

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