In this paper we explore the use of Augmented Reality as a means to provide more widespread and equitable access to art venues and artworks, in particular for people with low vision. We investigate how people with low vision frame, access and interact with artworks in Augmented Reality, using a mobile app specifically designed for accessible and inclusive museum visits. Through a user study with 10 participants in real museum settings, we explore the specific challenges related to the accessibility of different artwork types: a medium size painting, a large tapestry, a statue, and a historical keyboard instrument. Results show that participants were able to access all artworks through an Augmented Reality mobile app running on the user’s own device. The system is also perceived as useful and usable. Additionally, we uncover human and environment factors that influence the way users access different artwork types, in particular considering Augmented Reality interactions.

Artwork Accessibility for People with Low Vision through Augmented Reality Mediated by Mobile Devices / D. Ahmetovic, C. Bernareggi, S. Mascetti. - In: PROCEEDINGS OF THE ACM ON HUMAN-COMPUTER INTERACTION. - ISSN 2573-0142. - 9:5(2025), pp. 1-20. [10.1145/3743713]

Artwork Accessibility for People with Low Vision through Augmented Reality Mediated by Mobile Devices

D. Ahmetovic
Primo
;
C. Bernareggi
Secondo
;
S. Mascetti
Ultimo
2025

Abstract

In this paper we explore the use of Augmented Reality as a means to provide more widespread and equitable access to art venues and artworks, in particular for people with low vision. We investigate how people with low vision frame, access and interact with artworks in Augmented Reality, using a mobile app specifically designed for accessible and inclusive museum visits. Through a user study with 10 participants in real museum settings, we explore the specific challenges related to the accessibility of different artwork types: a medium size painting, a large tapestry, a statue, and a historical keyboard instrument. Results show that participants were able to access all artworks through an Augmented Reality mobile app running on the user’s own device. The system is also perceived as useful and usable. Additionally, we uncover human and environment factors that influence the way users access different artwork types, in particular considering Augmented Reality interactions.
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2025
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/1231037
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