Valuing the material in the immaterial: The MUSeum Editor for accessibility and cultural heritage

Umberto Bilotti, Alessio Di Paolo, Michele Domenico Todino, Argyro Fella, Stefano Di Tore

Educational inclusion and raising awareness of cultural heritage are fundamental objectives in the school context, particularly for students with Special Educational Needs (SEN). Through new technologies such as Virtual Reality (VR), students can engage with cultural heritage in an immersive and personalized manner, promoting active learning and the development of autonomous skills in extracurricular contexts. Furthermore, integrating technologies like VR and Generative Artificial Intelligence (GAI) offers an opportunity to overcome barriers to knowledge access, providing new ways of engagement and learning that emphasize the uniqueness of each learner. This article specifically presents the virtual environment design developed in the Teaching Learning Centre for Inclusive Technologies «Elisa Frauenfelder» at the University of Salerno. The project aims to make the intangible cultural heritage of the area accessible through a virtual museum, which collects and digitizes local artifacts, such as vases and musical instruments, offering students an immersive and interactive experience. This approach not only facilitates access to cultural heritage but also fosters the autonomous acquisition of knowledge in extracurricular settings, expanding learning opportunities.

DOI 
10.14605/ISS2432503

Keywords
Inclusion, Virtual Reality, Generative Artificial Intelligence, Cultural heritage.

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