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Arts & Communication Integrating extended reality in modern museums
memories, new meanings, connections, and memories are enabling experts to immerse themselves in historical
created. As a result, spaces of “mnemonic consumption” contexts, digitally interact with fragile or inaccessible
can also become spaces of “mnemonic production”. 48 material, and simulate the functions of objects and human
4,14
Edutainment, as a crucial aspect of museum activities in contextualized environments. Virtual
recontextualization, can be greatly enhanced through XR archaeology, first introduced by Reilly in 1990 primarily
technologies, along with gamification and “serious games” for recording excavations and restoring knowledge, has
(SGs) for learning, which are increasingly used in the been used since 2000 to help archaeologists and historians
14
CH sector. SGs leverage advances in computer graphics, gain new insights.
VR, AR, and AI to simulate real-world environments, In one example, researchers created a virtual replica
enabling interaction and imagination while fostering user of Boullongne, an 18 -century ship. A 3D model of the
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th
immersion. Incorporating the “fun factor” into gamified vessel was integrated into a physical simulation, along
49
interactive experiences, alongside interactive storytelling, with its functions and environment, allowing historians
can motivate and engage visitors, especially young to better understand how life could have been organized
audiences. 50 on such a ship carrying up to 150 people during a multi-
14
For example, SGs might involve tasks such as building a month voyage. Another example involves a preventive
column in Philip’s Palace of Aigai, where the player acts as archaeological investigation in which archaeologists
an assistant architect and operates a 4 -century BC crane, obtained a complete virtual overview of a vast Gallic
th
or completing a mission on the moon, where the player funerary chamber through computed tomography scans
drives a lunar vehicle while learning scientific facts about and virtual reconstruction, enabling VR to depict all aspects
the Apollo missions of the 1960s. Another exemplary case of the site, provide access to various excavation stages, and
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is Rizvic et al., who used gameplay in an XR application enhance understanding of the layout and context that were
(“Battle on Neretva”), installed at the Museum in Jablanica, obstructed by scaffolding and limited visibility during the
Bosnia and Herzegovina, to enhance learning and achieve excavation. 14
a high level of edutainment in user experience. 19 In addition, according to Sandheinrich and Hutson,
The researchers combined XR technology with 360° XR, along with emerging technologies such as haptic
video scenes and interactive games, including bridge feedback and digital twins, plays an increasingly prominent
destruction, firing at planes from the original anti-aircraft role in the rapidly evolving field of CH conservation and
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gun, building a new improvised bridge, and transporting interpretation. In preserving Victorian parlor culture
the wounded, to present historical information about World ephemera, the researchers replicated the experience of
War II in a highly immersive and engaging manner. This viewing stereoscopes through XR with haptic feedback.
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approach successfully overcame the difficulty of presenting This approach not only preserves the original experience
war heritage in a thorough yet entertaining way, and it was for future generations but also allows both researchers
well-received by visitors, all of whom expressed a desire to and the public to access, interactively explore, and better
visit (or revisit) the museum. 19 understand these CH resources. 52
XR applications show great promise for 3.5. Presuppositions and requirements
recontextualizing the museum environment by fostering Creating an immersive environment for both expert and
innovative and educational potential, profoundly non-expert users through VR/AR experience requires
impacting the understanding and appreciation of cultural a holistic, integrated process. This process involves
artifacts, and dynamically interplaying with heritage comprehensive data collection (from sources such as
conservation. These technologies bridge the gap between
antiquity and the contemporary digital age. For instance, historical databases, and 2D and 3D reconstructions),
51
as part of the Mnemosyne project at the Cyprus University playful dissemination of information (e.g., SGs), and the
of Technology, researchers used advanced imaging optimized implementation of 3D models of objects or
techniques (such as photogrammetry) to digitize a silver buildings. These models must go beyond simple geometric
coin featuring Hercules Melqart, which allowed users to representation, providing increased levels of information
replicate the ancient coin-making process and closely through techniques such as laser scanning, digital
examine every intricate detail of the artifact. 51 photogrammetry, 3D cameras, computer tomography, or
Building Information Modeling. 14,53
3.4. XR technologies and archaeology Indeed, a key prerequisite for achieving high immersion
XR is currently used by CH experts as a valuable tool and presence in XR technologies is the realistic rendering
providing support for excavation or restoration work, of museum exhibits and CH content. This involves
Volume 3 Issue 1 (2025) 5 doi: 10.36922/ac.3428

