Project Details
Description
The popularisation of digitisation techniques has boosted the generation of digital cultural heritage assets in recent years. However, such techniques should not be regarded as an end in and of themselves, but as a means for enabling European citizens to engage with cultural heritage more closely and in different ways.
ARCHES aims to create more inclusive cultural environments particularly for those with differences and difficulties associated with perception, memory, cognition and communication. It will achieve this through in-depth research analysis and the development of innovative applications, functionalities and experiences based on the reuse and redevelopment of the aforementioned digital resources.
Our participatory research methodology situates real user needs at the heart of an iterative design and implementation process, through their active involvement in 3 pilot exercises. This will also facilitate the validation of potential solutions in scenarios at 6 museums, as well as engagement with broader audiences (e.g. children, the elderly, and other potentially marginalised groups) and extension to other sectors, mainly education and tourism.
The online accessible software platform, applications for handheld devices and multisensory activities will form the basis of a technical approach that will exploit state of the art technologies – e.g. augmented reality, avatars, relief printers and models, context-sensitive tactile audio guides, metadata and advanced image processing techniques – to underpin the generation of a dynamic ecosystem. In this framework, museums will play an important role by adapting content and reinterpreting cultural heritage in manners most suitable for target groups.
Our interdisciplinary consortium – involving academia, SMEs, research centres and museums – will focus on ensuring widespread communication and exploitation, stimulating cross-border collaboration to address a challenge common across Europe.
ARCHES aims to create more inclusive cultural environments particularly for those with differences and difficulties associated with perception, memory, cognition and communication. It will achieve this through in-depth research analysis and the development of innovative applications, functionalities and experiences based on the reuse and redevelopment of the aforementioned digital resources.
Our participatory research methodology situates real user needs at the heart of an iterative design and implementation process, through their active involvement in 3 pilot exercises. This will also facilitate the validation of potential solutions in scenarios at 6 museums, as well as engagement with broader audiences (e.g. children, the elderly, and other potentially marginalised groups) and extension to other sectors, mainly education and tourism.
The online accessible software platform, applications for handheld devices and multisensory activities will form the basis of a technical approach that will exploit state of the art technologies – e.g. augmented reality, avatars, relief printers and models, context-sensitive tactile audio guides, metadata and advanced image processing techniques – to underpin the generation of a dynamic ecosystem. In this framework, museums will play an important role by adapting content and reinterpreting cultural heritage in manners most suitable for target groups.
Our interdisciplinary consortium – involving academia, SMEs, research centres and museums – will focus on ensuring widespread communication and exploitation, stimulating cross-border collaboration to address a challenge common across Europe.
Layman's description
The development of hardware, web resources, apps and strategies designed to include people with disabilities in cultural heritage environments, such as museums.
| Short title | 134,496.25 Euros |
|---|---|
| Status | Finished |
| Effective start/end date | 1/10/16 → 30/09/19 |
Collaborative partners
- University of Bath (lead)
- Canterbury Christ Church University
Funding
- EU - Horizon 2020

Keywords
- cultural heritage
- disability
- museums
- reliefs
- apps
- mobile technology
- impairments
- inclusion
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Research output
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Experiencing Visual Art Having Never Experienced Vision
Hayhoe, S., 21 Oct 2022, p. 1. 25 p.Research output: Contribution to conference › Paper
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An Introduction to Grounded Methodology for Emerging Educational Researchers
Hayhoe, S., 2 Oct 2020, 1 ed. Abingdon: Routledge. 120 p. (Qualitative and Visual Methodologies in Educational Research)Research output: Book/Report › Book
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The while of participation: A systematic review of participatory research involving people with sensory impairments and/or intellectual impairments
Rix, J., Carrizosa, H. G., Seale, J., Sheehy, K. & Hayhoe, S., 31 Dec 2020, In: Disability & Society. 35, 7, p. 1031-1057 27 p.Research output: Contribution to journal › Article › peer-review
Open Access39 Link opens in a new tab Citations (SciVal)