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Examples of facilitators: an interactive sphere (left) and a Highlight (right).

Examples of facilitators: an interactive sphere (left) and a Highlight (right).

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... workshop 2 and 3 (4 weeks), the technical team re-shot the low-quality video fragments and implemented the second version the Wearable Immersive Social Story, adding facilitators ( Fig. 3) and pause points according to the specifications defined in Workshop ...

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... org/museum/accessibility/social-story). Unlike sensory maps that provide sensory information about the environment, the narrative approach of social stories includes all information about the environment, the adjustments that have been considered for the comfort of the visitor and a breakdown of each individual step that might limit access intellectually or socially for a visitor [63]. ...
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The chapter explores the intersection of digital technology and historical reanimation, focusing on how virtual environments and digital tools are used to bring historical figures and narratives back to life. This chapter critically examines the concept of digital necromancy—using technology to “resurrect” historical figures and events for educational and cultural enrichment. It discusses the ethical implications and technological challenges of digitally reconstructing past realities, including the accuracy and authenticity of such representations. The chapter delves into various case studies where digital tools have been employed to recreate significant historical moments and figures, allowing contemporary audiences to interact with and experience the past in immersive ways. It also addresses the potential of these technologies to shape public memory and historical understanding, questioning the boundaries between reality and representation. By analyzing the impact of these reanimations on cultural heritage and collective memory, the chapter provides insights into the transformative effects of digital technologies on our relationship with history. It ultimately argues that while digital reanimation opens up new avenues for education and engagement, it also necessitates careful consideration of the implications for historical authenticity and ethical representation.
... Thus, it is evident how technology has revolutionized museums' operations, and the above-described solutions are just a few examples of how technology is being used in museums to make learning and exploring exhibits more accessible to all visitors. These technological advancements will continue to shape museum experiences, ensuring inclusivity for all visitors [12][13][14][15][16][17]. Nevertheless, incorporating immersive technologies, such as VR and AR, into education encounters several hurdles. ...
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... This engagement could be seen as sense of immersion; however, it is semi immersion as user couldn't feel or explore the real situation. The evolution of immersive technology such as augmented reality (AR) [2], virtual reality (VR) [3][4][5], and extended reality (XR) [6] has change the visitors' perspective in viewing and appreciating history since never seen artifacts, buildings, historians and moments could come alive surround them. Virtual museum exploration [7] mediated by VR head mounted display [8] enabling individuals to virtually visit distant and inaccessible museums, historical sites [4,5], and art gallery [4]. ...
... The evolution of immersive technology such as augmented reality (AR) [2], virtual reality (VR) [3][4][5], and extended reality (XR) [6] has change the visitors' perspective in viewing and appreciating history since never seen artifacts, buildings, historians and moments could come alive surround them. Virtual museum exploration [7] mediated by VR head mounted display [8] enabling individuals to virtually visit distant and inaccessible museums, historical sites [4,5], and art gallery [4]. Thus, VR technology has become one of the leading digital strategy in museum context [3] that provide immersion and engaging [11,12] experience for user to navigate [13] and explore the simulated [14] virtual historical environment. ...
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... Parents or caregivers were able to select a 360-degree video, personalise the interaction between children and the virtual world, observe and control the interface and collect data about the interactions. Building on this prior work, Garzotto et al. (2018) describe the development of Wearable Immersive Social Stories. This is an immersive version of typical social stories used to help people with neurodevelopmental disorders learn social skills. ...
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... Therefore, in recent years, increasing attention has been paid to the use of digital tools for ASD in school, at home, during therapy, etc., proposing the incorporation of different types of technology (from the simplest to the most sophisticated) in every aspect of daily life to improve functional abilities [3]. More recently, the appeal of technology has also been used to improve the accessibility of cultural activities such as museum and exhibition visits [4][5][6][7]. ...
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... org/museum/accessibility/social-story). Unlike sensory maps that provide sensory information about the environment, the narrative approach of social stories includes all information about the environment, the adjustments that have been considered for the comfort of the visitor and a breakdown of each individual step that might limit access intellectually or socially for a visitor [63]. ...
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... Theme 7: Digital storytelling with the latest technology Garzotto et al. [97] recommended that VR technology and 360 • educational video presentation be used in heritage places and museums. VR is appropriate for the younger generation, who are interested in the latest technology that brings to life extinct historical or far-away places. ...
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