How digital mediation tools can enhance accessibility and inclusion (benefits) 

Durée de l'activité : 5 min

The Multisensory Mediations 2020 project by the Multimedia Department of the Design Faculty of the Academy of Fine Arts in Katowice was presented from March 6 to April 30  2020 at the Theatre and Film Department of the Museum of Katowice History It is an excellent example of keeping up with the challenges posed by the 21st century in the development of digital and communication technologies. 

The Multisensory Mediations exhibition presented works that were created in the three studios that make up the Multimedia Department.  

The Interdisciplinary Multimedia Activities Studio presented video works using highly developed computer techniques for the creation of dynamic images and sound, kinetic typography, film technology, narratology, performative activities (mapping, VJing). The Photography Studio showed documentary photographs and photo books. The Animation and Computer Games Studio presented works realized in various technologies, from classic stop-motion drawing films to digital realizations using 3D programs and virtual reality (opening credits, trailers for computer games,  gameplays, festival spots and animations based on original scripts). 

We present this example as a case study to introduce the various solutions proposed by the Multimedia Department (made by students and staff) that are useful in the digital mediation of cultural institutions as part of increasing accessibility and inclusivity.  

For example, kinetic typography is an animation technique involving the dynamic presentation of text over time, often combined with sound or video clips, to convey or reinforce a message. It uses movement, colour changes and other visual effects to add a layer of meaning and emotion to the written words. It serves to capture the attention and engage the audience, so it can be successfully used for people with lower concentration. It can also be a good form of communication for people with hearing disabilities (because of the visual effects).  

Digital realizations using 3D software and virtual reality also contribute to the accessibility and inclusivity of cultural sites. 3D printing and 3D scanning, for example, are technologies that make it possible to create precise replicas and models that increase the attractiveness of exhibitions and enable a better understanding of the objects on display, particularly for people with visual disabilities. The replica can most often be touched, so the visually impaired have a chance to “see” the actual exhibit. 

In the case of virtual reality, for example, we can talk about virtual tours, which allow people with visual impairments to access culture. Thanks to virtual reality technology, blind people can visit museums using special controllers and headphones that convey information about exhibits through sound. On the other hand,  gameplays and interactive educational games influence the learning process, especially for the youngest, because they can gain knowledge about culture in an attractive way, solving riddles about history and art. They thus have a better chance of understanding the context of the exhibits on display. 

The possibilities that modern cultural institutions have in terms of digital mediation are indeed many, and a great deal depends on ingenuity in using them in such a way as to make the tour accessible and inclusive. 

Multisensoryczne Mediacje 

YouTube. Multisensoryczne Mediacje 2020. Pracownia Animacji i Gier Komputerowych