Gotowa bibliografia na temat „Artwork accessibility”
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Artykuły w czasopismach na temat "Artwork accessibility"
Baharom, Mohd Khairi, i Siti Ermi Syahira Abdul Jamil. "Studio Project on the Sculpture Entitled Retrospection and Prodigy Series". Idealogy Journal of Arts and Social Science 6, nr 1 (28.04.2021): 27–34. http://dx.doi.org/10.24191/idealogy.v6i1.251.
Pełny tekst źródłaZhou, Tengchao. "Southern Wind Algorist: Merging Nine Algorithms with Nine Gay Stories Written in Classical Chinese". Proceedings of the ACM on Computer Graphics and Interactive Techniques 7, nr 4 (19.07.2024): 1–10. http://dx.doi.org/10.1145/3664212.
Pełny tekst źródłaRani, Rekha. "Metadata and its Elements for the Storage and Retrieval of Graphic Material and Artwork". VEETHIKA-An International Interdisciplinary Research Journal 9, nr 2 (30.06.2023): 19–25. http://dx.doi.org/10.48001/veethika.2023.09.02.004.
Pełny tekst źródłaGawlak, Agata, Paulina Kowalczyk i Joanna Stefańska. "Unconventional exhibition spaces as an example of the synergy of architecture and art". Teka Komisji Architektury, Urbanistyki i Studiów Krajobrazowych 16, nr 1 (31.03.2020): 20–27. http://dx.doi.org/10.35784/teka.2414.
Pełny tekst źródłaOh, Uran, Hwayeon Joh i YunJung Lee. "Image Accessibility for Screen Reader Users: A Systematic Review and a Road Map". Electronics 10, nr 8 (16.04.2021): 953. http://dx.doi.org/10.3390/electronics10080953.
Pełny tekst źródłaPande, I. Made Suandana Astika, I. Gede Bintang Arya Budaya i Padma Nyoman Crisnapati. "WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork". JTIM : Jurnal Teknologi Informasi dan Multimedia 5, nr 3 (8.09.2023): 186–95. http://dx.doi.org/10.35746/jtim.v5i3.376.
Pełny tekst źródłaRubio, Claudio, Nicolas A. Barriga, Ben Ingram, Huizilopoztli Luna-García i Felipe Besoain. "Exploring Procedural Content Generation of Environments for Virtual Museums: A Mixed-Initiative Approach". Heritage 8, nr 4 (9.04.2025): 134. https://doi.org/10.3390/heritage8040134.
Pełny tekst źródłaPurchase, Sophie. "Applauders and authors: Notes on the profits and losses of audience engagement". Journal of Arts Writing by Students 6, nr 1 (1.06.2020): 27–37. http://dx.doi.org/10.1386/jaws_00012_1.
Pełny tekst źródłaBobier, David, Kim Sawchuk i Samuel Thulin. "An Interview with David Bobier of VibraFusionLab". Canadian Journal of Disability Studies 10, nr 2 (8.10.2021): 237–54. http://dx.doi.org/10.15353/cjds.v10i2.800.
Pełny tekst źródłaPark, Gyeongbin, Sunggi Jo, Chanho Jung, Hyojin Choi, Taellim Hong, Jaeho Jung, Changjun Yang, Chao Wang, Jundong Cho i Sangwon Lee. "Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People". Korean Society for Emotion and Sensibility 23, nr 1 (31.03.2020): 41–56. http://dx.doi.org/10.14695/kjsos.2020.23.1.41.
Pełny tekst źródłaRozprawy doktorskie na temat "Artwork accessibility"
Redon, Marjorie. "Τraitement d'image pοur la valοrisatiοn et l'accessibilité des οeuvres muséales". Electronic Thesis or Diss., Normandie, 2024. http://www.theses.fr/2024NORMC263.
Pełny tekst źródłaThe issue of accessibility to artworks in museums for visually impaired people (VIP) is frequently raised by associations and museums. Some works, such as medieval tapestries, by their very nature, cannot be touched and are often not accessible through audio-description. Moreover, the manual creation of tactile representations is costly and complex, limiting their availability in museums. The Apocalypse Tapestry and the Bayeux Tapestry are two iconic examples. These large-scale artefacts, measuring 104 m by 4.5 cm meters for the former and 70 m by 50 cm for the latter, have been the focus of numerous studies over the years. Although the Château d'Angers offers guided tours adapted for blind and partially sighted visitors, these remain limited and require the involvement of several people. At the Bayeux Tapestry Museum, there is a tactile discovery area, but only three of the 58 scenes have been adapted into tactile mock copies.This work is motivated by the challenges of inclusion in museums and aims to make the perception of medieval tapestries accessible to as many people as possible. We propose an innovative methodology for the semi-automatic creation of 3D objects from simple photographs. In this manuscript, we explore the possibilities offered by artificial intelligence tools to quickly and affordably create 3D-printed bas-reliefs. Specifically, we study segmentation algorithms like Mask R-CNN and image-generating neural networks such as generative adversarial networks (GANs). In addition to generating 3D prints that enable tactile exploration of artefacts, we also evaluate the relevance of these representations through experimentation with VIPs. Overall, our goal is to improve the museum experience for blind and partially sighted visitors by enhancing their autonomy in cultural spaces and increasing their satisfaction and motivation to discover these cultural treasures
Części książek na temat "Artwork accessibility"
Cezarotto, Matheus, Pamela Martinez i Barbara Chamberlin. "Developing Inclusive Games: Design Frameworks for Accessibility and Diversity". W Game Theory - From Idea to Practice [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.108456.
Pełny tekst źródłaHai-Jew, Shalin. "Using Artmaking Generative AIs to Support Augmented Reality Learning Designs With Adobe Aero App". W Inquiries of Pedagogical Shifts and Critical Mindsets Among Educators, 132–52. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1078-6.ch006.
Pełny tekst źródłaTaşkıran, Hatun Boztepe. "Digitalization of Culture and Arts Communication". W Handbook of Research on Examining Cultural Policies Through Digital Communication, 144–60. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-6998-5.ch007.
Pełny tekst źródłaStreszczenia konferencji na temat "Artwork accessibility"
Chheda-Kothary, Arnavi, Jacob O. Wobbrock i Jon E. Froehlich. "Engaging with Children's Artwork in Mixed Visual-Ability Families". W ASSETS '24: The 26th International ACM SIGACCESS Conference on Computers and Accessibility, 1–19. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3663548.3675613.
Pełny tekst źródłaBi, Athena, i Carlos Gonzalez. "A Comprehensive Web Application for Art Showcasing Utilizing Generative AI for Art Therapy Applications". W 6th International Conference on Artificial Intelligence and Big Data, 151–62. Academy & Industry Research Collaboration Center, 2025. https://doi.org/10.5121/csit.2024.150113.
Pełny tekst źródłaKwon, Nahyun, Youngji Koh i Uran Oh. "Supporting Object-level Exploration of Artworks by Touch for People with Visual Impairments". W ASSETS '19: The 21st International ACM SIGACCESS Conference on Computers and Accessibility. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3308561.3354620.
Pełny tekst źródłaBrischetto, Alessia, Ester Iacono, Claudia Becchimanzi i Francesca Tosi. "Enhancing Inclusive Experience in Museums: results from a field study". W 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003334.
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