img Leseprobe Leseprobe

Inclusive Smart Museums

Engaging Neurodiverse Audiences and Enhancing Cultural Heritage

Piper Hutson, James Hutson

PDF
ca. 106,99
Amazon iTunes Thalia.de Hugendubel Bücher.de ebook.de kobo Osiander Google Books Barnes&Noble bol.com Legimi yourbook.shop Kulturkaufhaus ebooks-center.de
* Affiliatelinks/Werbelinks
Hinweis: Affiliatelinks/Werbelinks
Links auf reinlesen.de sind sogenannte Affiliate-Links. Wenn du auf so einen Affiliate-Link klickst und über diesen Link einkaufst, bekommt reinlesen.de von dem betreffenden Online-Shop oder Anbieter eine Provision. Für dich verändert sich der Preis nicht.

Springer Nature Switzerland img Link Publisher

Geisteswissenschaften, Kunst, Musik / Kulturgeschichte

Beschreibung

This book delves into the significant and timely intersection of cultural heritage, neurodiversity, and smart museums, exploring how various immersive techniques can create more inclusive and engaging heritage experiences for neurodiverse audiences. By focusing on these three aspects, the book aims to contribute significantly to the fields of cultural heritage, neuro-inclusivity, and smart museums, offering practical solutions and examples for heritage professionals and researchers. 

The book highlights the importance of preserving and enhancing cultural heritage by incorporating immersive technologies and inclusive practices that cater to the needs of neurodiverse audiences. It emphasizes the need for museums and heritage sites to be more inclusive and accessible for neurodivergent individuals, showcasing best practices and innovative techniques to engage this audience effectively. 


Weitere Titel von diesem Autor
Weitere Titel in dieser Kategorie
Cover The Paradigm of Golf
Gregory M. Skovira
Cover On The Green
Crispin Fairway
Cover Golf Simplified
David Greenway
Cover Repair the World
Alexandre Gefen
Cover Mother Persia
Zhinia Noorian
Cover My Golf Journey
Binod "Ben" Thapa

Kundenbewertungen

Schlagwörter

Neurodiversity, inclusivity in museums, accessibility, Neuro-Inclusive, Digital Storytelling, Gamification, Immersive Technology, Museum studies