Inclusive Museum Experiences Through Immersive Virtual Reality: Enhancing Accessibility and Outreach for Older Audiences

UDC.coleccionInvestigación
UDC.conferenceTitleHCI International 2025
UDC.departamentoEnxeñaría Civil
UDC.endPage16
UDC.grupoInvGrupo de Visualización Avanzada e Cartografía (Videalab/Cartolab)
UDC.institutoCentroCITEEC - Centro de Innovación Tecnolóxica en Edificación e Enxeñaría Civil
UDC.startPage3
UDC.volume16344
dc.contributor.authorBarneche-Naya, Viviana
dc.contributor.authorHernández-Ibáñez, Luis A.
dc.date.accessioned2026-07-24T17:05:44Z
dc.date.available2026-07-24T17:05:44Z
dc.date.issued2026
dc.description.abstract[Abstract] The global ageing population presents a significant challenge and opportunity for cultural inclusion, demanding that museums extend beyond their physical boundaries to meet the needs of older adults who face diverse physical, cognitive, sensory, and technological barriers. In this context, Virtual Reality (VR) emerges as a transformative tool capable of democratising access to cultural heritage and mitigating social isolation. This paper explores the challenges of designing VR applications that promote inclusivity for a broad audience, with a particular emphasis on older individuals, who often encounter unique limitations. To address this complexity, this paper proposes an inclusive design framework structured around five critical dimensions: cognitive accessibility, sensory accessibility, physical accessibility, emotional inclusion, and technological inclusion. Specific strategies are detailed to overcome inherent challenges within each dimension, ranging from simplified narratives and calming environments to natural interactions and adaptable technology. The practical validity of this holistic, user-centred design framework is illustrated through a detailed case study: the “Torre de la Parada” museum application.
dc.identifier.citationBarneche-Naya, V., Hernández-Ibáñez, L.A. (2026). Inclusive Museum Experiences Through Immersive Virtual Reality: Enhancing Accessibility and Outreach for Older Audiences. In: Smith, B.K., Borge, M., Sottilare, R.A., Schwarz, J. (eds) HCI International 2025 – Late Breaking Papers. HCII 2025. Lecture Notes in Computer Science, vol 16344. Springer, Cham. https://doi.org/10.1007/978-3-032-13174-4_1
dc.identifier.doi10.1007/978-3-032-13174-4_1
dc.identifier.urihttps://hdl.handle.net/2183/48934
dc.language.isoeng
dc.publisherSpringer
dc.relation.urihttps://doi.org/10.1007/978-3-032-13174-4_1
dc.rights.accessRightsembargoed access
dc.subjectVirtual Reality (VR)
dc.subjectOlder adult
dc.subjectAccessibility
dc.subjectInclusive museum design
dc.titleInclusive Museum Experiences Through Immersive Virtual Reality: Enhancing Accessibility and Outreach for Older Audiences
dc.typeconference output
dspace.entity.typePublication
relation.isAuthorOfPublication96736923-3e76-4f0b-9c78-d924be2a02a5
relation.isAuthorOfPublicationba265668-f394-4d29-9e05-edddad82ce3a
relation.isAuthorOfPublication.latestForDiscovery96736923-3e76-4f0b-9c78-d924be2a02a5

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