Bluetooth,
to
NFC,
each
posing
unique
financial
and
practical
constraints.
Finally,
we
acknowledged
that
any
potential
renovation
and
digital
transformation
should
accommodate
visitors
with
disabilities,
whether
in
the
construction
and
spatial
design
of
the
museum,
in
upgrading
old
maps
and
signage,
or
in
deploying
cutting-edge
technologies
that
engage
multiple
senses.
The
intent
was
not
necessarily
to
prescribe
radical
changes
to
the
Peabody
as
it
embarks
on
its
renovation.
Rather,
it
was
to
explore
the
realm
of
possibilities
and
take
inspiration
from
museums,
installations,
companies,
and
creators
that
are
working
on
memorable
experiences
with
their
use
of
modern
technologies.
Whichever
of
these
many
paths
it
decides
to
pursue,
careful
analysis
is
needed
to
ensure
the
proposed
technologies
are
used
in
a
manner
consistent
with
the
Peabody’s
mission
and
values.
Notes
1.
Yale
Peabody
Museum
of
Natural
History,
“Discovery
Room.”
2.
“Ideum
Multitouch
Tables,
Touch
Screens,
and
Exhibit
Displays.”
3.
Spadaccini
and
McDonald.
“The
Evolution
of
Tangible
User
Interfaces
on
Touch
Tables:
New
Frontiers
in
UI
&
UX
Design.”
4.
Space
for
Life,
“Exo:
Our
Search
for
Life
in
the
Universe.”
5.
Visix,
“Digital
Signage
Software
|
E-Paper
Room
Signs.”
6.
“Rise
AR:
The
UK’s
Leading
Augmented
Reality
Development
Company.”
7.
“Welcome
|
Blended
Reality:
Applied
Research
Project.”
8.
Ailsa
Barry
et
al.,
“Augmented
Reality
in
a
Public
Space:
The
Natural
History
Museum,
London.”
9.
Coie,
“2018
Augmented
and
Virtual
Reality
Survey
Results.”
10.
“Get
Cardboard
Google
VR.”
11.
Sra,
“Asymmetric
Design
Approach
and
Collision
Avoidance
Techniques
For
Room-Scale
Multiplayer
Virtual
Reality.”
12.
“The
VOID.”
13.
Smithsonian
Institution,
“Walk
Among
Dinosaurs!
Augmented
Reality
Experience.”
14.
“Deskfruit.”
15.
“Pure
Land ::
Tang ::
Art
Gallery
NSW.”
16.
“David
Friend
Hall
App
|
Yale
Students :
Yale
Peabody
Museum
of
Natural
History.
17.
“Lumin.”
18.
Americans
With
Disabilities
Act
of
1990.
19.
United
States
Department
of
Justice
Civil
Rights
Division,
“Expanding
Your
Market:
Maintaining
Accessibility
in
Museums.”
20.
Yale
Peabody
Museum
of
Natural
History,
“Admission
&
Hours.”
21.
Yale
Peabody
Museum
of
Natural
History,
“Admission
&
Hours.”
22.
Peabody
Museum,
Yale
School
of
Management
Case
Study,
“A
Museum
of
Objects
and
Ideas.”
23.
“What
is
Universal
Design.”
24.
The
Smithsonian
Institution,
“About
the
Accessibility
Program.”
25.
Please
view
at
https://www.si.edu/content/ovs/accessmapsindd.pdf
26.
Tallon,
“The
Future
of
Mapping
and
Wayfinding
at
The
Met.”
27.
The
Smithsonian
Institution,
“Accessibility
for
Visitors.”
28.
“National
Air
&
Space
Museum
Udvar-Hazy
Center
Audio-Tactile
Museum
Guide.
29.
Pivothead,
“Seeing
AI
Project.”
30.
De
Borba
Campos,
Márcia,
et
al.
“Mobile
Navigation
through
a
Science
Museum
for
Users
Who
Are
Blind.”
31.
MIT
CSAIL.
“Wearable
Blind
Navigation.”
32.
The
GRAB
Lab,
“Shape
Changing
Haptic
Navigation
Interfaces.”
33.
Yale
Peabody
Museum
of
Natural
History,
“Audio
Tour.”
34.
See
Navigation
Technology:
Applications:
Navigation
and
Sound.
35.
“The
SFMOMA
Audio
App.”
36.
Chun,
“The
SFMOMA’s
New
App
Will
Forever
Change
How
You
Enjoy
Museums.”
37.
Metropolitan
Museum
of
Art,
“Audio
Guide.”
38.
Tung,
“Improving
the
Audio
Guide:
A
Look
at
Our
Visitors.”
39.
“The
Uffizi
by
Touch
Tour.”
40.
MoMA,
“Individuals
who
are
blind
or
partially
sighted.”
41.
“ASL
Tours
at
the
Museum
of
Fine
Arts,
Boston.”
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