Science
Museum,
London
and
the
National
Air
&
Space
Museum28 even
offer
tactile
maps,(See
Fig.
4.4)
in
which
the
walls
and
exhibit
spaces
are
marked
with
raised
or
textured
lines
and
areas
that
can
be
understood
through
touch.
Companies
such
as
TacMap
and
Touch
Graphics
specialize
in
making
this
type
of
map,
which
can
be
handheld,
wall-mounted,
or
placed
a
kiosk.
Earlier
mentioned
location
based
navigation
tools
using
bluetooth
beacons,
such
as
the
Orb,
have
great
potential
to
incorporate
various
accessibility
features.
According
to
one
of
its
creators,
Lance
Chantiles-Wertz,
the
Orb
has
the
ability
to
personalize
information
such
as
prefered
language
and
wheelchair
use.
This
information
can
be
used
in
conjunction
with
audio
directions
to
provide
useful
navigation
to
all
different
types
of
visitors.
Advanced
Technologies
for
Assisted
Navigation
Other
new
technologies
can
also
be
combined
with
these
navigation
tools
to
help
visitors
with
disabilities.
Companies
such
as
Microsoft
have
used
computer
vision,
infrared
sensors,
and
AI
image
analysis
to
build
devices
that
can
help
blind
and
partially
sighted
individuals
navigate
their
surroundings.29 These
devices
analyze
the
environment
and
use
synthesized
speech,
different
sounds,30 or
haptic
feedback31 to
direct
the
user.
Researchers
have
developed
a
variety
ways
to
haptically
communicate
directions.
At
Yale,
Dr.
Adam
Spiers
of
the
GRAB
Lab
developed
a
cube-shaped
handheld
device
that
gave
turn-by-turn
navigation
directions
by
rotating
and
extending.(See
Fig.
4.5)32 The
technology
used
in
these
types
of
devices
could
be
used
in
museums
as
well.
In
a
museum
setting,
where
the
layout
is
known
and
relatively
stable,
there
is
little
need
for
environment
analysis.
Using
location-based
technology
such
as
bluetooth
beacons,
blind
or
partially
sighted
visitors
could
be
given
spoken
or
haptic
directions
in
response
to
their
position
in
the
museum.
These
directions
not
only
help
these
particular
visitors,
but
also
can
potentially
guide
sighted
visitors
to
increase
the
level
of
engagement
with
the
physical
collections.
Audio
Guides
Audio
guides
are
a
relatively
common
feature
for
museums;
the
Peabody
already
has
a
high-quality,
well-produced
tour.33 These
guides
have
great
potential
in
allowing
blind
or
partially
sighted
visitors
to
enjoy
and
engage
with
the
collections.
These
audio
tours
could
be
marked
with
braille
labels
on
the
exhibits
or
on
a
braille
handheld
guide.(See
Fig.
4.6)
Even
better,
location-based
technology
such
as
bluetooth
beacons
are
being
used
to
determine
the
correct
audio
clip
to
play
in
front
of
certain
items.
As
previously
mentioned,34the
SFMOMA
uses
an
app
like
this.35 36 This
guide
is
designed
to
keep
screens
away
while
looking
at
the
museum’s
collection,
but
is
perfect
to
help
blind
and
partially
sighted
visitors
use
the
audio
guides
as
well.
Though
there
are
many
benefits
of
a
good
audio
tour,
it
is
important
to
consider
how
deaf,
hard-of-hearing,
or
non-English
speakers
can
use
them.
Transcripts
and
technology
supporting
assistive
listening
devices
should
be
provided
alongside
the
audio
tours.
Translated
tours
or
transcripts
should
also
be
provided
if
resources
allow.
The
Met
offers
audio
tours
in
English,
French,
German,
Italian,
Japanese,
Korean,
Mandarin,
Portuguese,
Russian,
and
Spanish,37 and
continues
to
expand
the
quality
and
coverage
of
their
foreign
language
tours.38 This
could
be
a
worthwhile
investment
for
the
Peabody
to
include
more
types
of
visitors.
Special
Programming
Similarly
to
audio
guides,
special
tours
and
programming
specifically
geared
toward
certain
audiences
can
significantly
enhance
a
museum
visit.
Art
museums
and
galleries
like
Uffizi
Gallery
and
the
MoMA
provide
verbal
description
and
touch
tours
for
blind
and
partially
sighted
visitors.39 40 These
tours
involve
a
sighted
guide
describing
every
detail
in
the
art,
from
the
subject
to
the
background
to
the
texture
of
the
paint
and
to
the
color
of
each
element.
For
the
touch
tours,
visitors
may
touch
certain
sculptures
with
gloves
on,
as
well
as
tactile
images
renderings
of
and
three-dimensional
renderings
of
various
paintings.(See
Fig.
4.7)
These
techniques
could
be
easily
adopted
by
the
Peabody
Museum
by
adding
more
touchable
items
and
three-dimensional
models.
In
fact,
there
is
already
a
small-scale
implementation
of
touchable
models
in
the
Human
Origins
exhibit,
where
there
are
brass
skulls
available
to
visitors.
Considering
the
Peabody’s
large
volume
of
detailed
scans
of
its
artifacts,
3D
printing
and
casting
durable
models
is
certainly
feasible,
and
is
already
being
done
for
use
inside
of
exhibits.
Not
only
would
expanding
these
offerings
to
a
tactile
implementation
be
beneficial
to
blind
or
partially
sighted
individuals,
but
it
would
also
be
an
exciting
interactive
element
for
children
and
other
visitors
in
general.
For
deaf
or
hard-of-hearing
visitors,
many
museums
provide
sign-language
tours.
The
Museum
of
Fine
Arts,
Boston
also
provides
a
mobile
guide
with
a
recorded
video
sign-language
tour,
which
is
equivalent
to
an
audio
guide
made
accessible
to
deaf
visitors.41Programs
such
as
these
are
important
to
allow
visitors
with
disabilities
to
feel
welcome
and
included
and
to
have
a
meaningful
visit.
Conclusion
Accessibility
is
complex
but
extremely
important
to
think
about
with
regards
to
museum
experience.
There
are
many
tools,
old
and
new,
that
could
be
used
by
the
Peabody
to
be
more
inclusive
and
engaging
to
multiple
different
types
of
audiences.
With
the
Peabody
renovation
and
the
opportunity
for
new
interactive
technology,
it
is
essential
that
we
think
about
the
museum’s
use
by
all
visitors.
Conclusion
As
the
Peabody
explores
new
ideas
during
its
renovation
planning,
we
aim
to
provide
a
broad
overview
of
techniques,
technologies
and
tools
that
can
assist
visitors
navigate
around
museum
space
and
increase
interactivity
with
exhibits.
Our
findings
were
split
across
four
dimensions:
First,
we
considered
opportunities
for
transforming
static
displays
into
dynamic
touchscreens.
The
key
takeaways
were
that
such
screens
must
be
carefully
designed
to
accommodate
multiple
visitors
simultaneously,
be
intuitive
to
use,
and
not
detract
from
the
physical
exhibits.
The
second
dimension
investigated,
VR
and
AR,
gave
similar
lessons.
While
previously
largely
used
as
gimmicks,
these
technologies
have
tremendous
potential
to
make
museum
spaces
come
alive,
whether
by
animating
skeletons,
preserving
heritage
sites
or
giving
visitors
access
to
supplementary
information
and
virtual
avatars
at
kiosks
throughout
the
museum.
Third,
we
explored
the
applications
of
localization
technologies
to
assist
indoor
navigation.
The
technologies
spanned
the
spectrum
from
WiFi,
to