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Arts & Communication Integrating extended reality in modern museums
virtually representing physical objects and realistically spaces known as Cave Automatic Virtual Environment
reconstructing 3D models that either match their physical systems, which provide the most profound sense of
counterparts or extend them, particularly in the case immersion. 8,13,15,57,59
of ruined objects. Such an approach forms the ideal The use of VR technology in museums expands the
1
foundation for creating immersive environments capable limited physical space into an infinite virtual space,
of conveying the tangible and intangible values of CH, transcending physical limitations. It also enhances
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while avoiding the risk of trivializing the informational museum learning by enriching digital storytelling and
content of the XR experience. 53 facilitating a deeper understanding of cultural content,
What emerges from these requirements is the need while creating a sense of relaxation and escape from the
for interdisciplinary collaboration between museum pressures of real life. 4,13,57,58
curators and IT professionals or even the development VR technology, described as far back as 1965 as “the
of new professionals who “can understand museums Wonderland into which Alice walked,” provided a space
and new technologies at the same time”. 12,51 Cultural for people to familiarize themselves with “concepts
managers must also be mindful that prolonged exposure not realizable in the physical world”. Over time, it has
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to virtual environments through XR can lead to fatigue undergone a remarkable evolution, from the pioneering
and distraction, particularly when the boundaries between prototypes of the early 1960s (e.g., Sensorama) to the first
virtual experience and real life are blurred. 20 commercial VR tools in the late 1980s, the headsets of the
Similarly, the novelty effect of these technologies can 1990s (such as the VPL EyePhone), and further hardware
overwhelm new users as they may find using the devices and software refinements in the 2000s, with significant
challenging. To counter this, a well-designed experience transformation since the 2010s. 4,8
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must strike a careful balance between education and Supporting museum education and modernization is
entertainment, natural authenticity and artificial enough reason for museums to adopt VR. For instance, in
construction, as well as the vastness of information and the 2016, the Museum of Oriental Art (Turin) created a virtual
human capacity for learning. 54 room where visitors, using a mask and a remote control,
Finally, it is important to remember that although XR could tour Beijing’s Forbidden City during the Chinese
can enhance the cultural experience, it is not the final Imperial Dynasties. Similarly, in 2017, Tate Modern
destination but a journey toward understanding. XR offered its audience the opportunity to interact with a 3D
is neither a panacea nor an end in itself; it is a tool for model of Modigliani’s studio in Paris during a retrospective
bridging the gap between museum objects or artworks exhibition. 61-63
and individualized perception and interpretation, framed In 2019, on the 500 anniversary of Da Vinci›s death,
th
within a contemporary context. Although XR technologies the Louvre launched its first VR project, “Mona Lisa:
create vivid, rich, and dynamic digital worlds, they do Beyond the Glass.” This allowed the audience to penetrate
not replace CH but complement, augment, and extend its the protective glass of the “Gioconda” painting and interact
content and value. XR is not only a presentation tool but with it “face to face,” exploring details not visible to the
also an intrinsic part of the cultural experience. This naked eye. 64,65 Likewise, in 2021, the Victoria and Albert
1,55
experience is co-created by visitors, who become actors Museum (V&A) offered visitors the opportunity to explore
within a complex museum network involving numerous Lewis Carroll’s fairy tale in the “Curious Alice” exhibition,
other players with diverse dynamics. 56 providing unique experiences such as falling down a rabbit
3.6. VR hole or shrinking in size through VR technology. 66
More specifically, VR is an interactive, computer-generated In addition to simulating time travel and enabling
3D environment simulation technology that can be direct interaction with famous works or historical figures,
experienced through the senses (mainly vision, hearing, VR can be combined with other technologies to interact
and touch), blocking out actual reality and transporting with unavailable or damaged objects, allowing users
the user into multidimensional virtual worlds, thereby to manipulate them freely. One of the most significant
producing immersive experiences that seem real. 8,15,57,58 Its applications of VR is the virtual museum, a digital
implementation in museums can be facilitated by various exhibition space designed to offer an experience similar to
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inputs (ranging from basic joysticks and keyboards to a real museum visit.
sensor gloves or temperature sensors), as well as output Virtual museums, although not intended to completely
devices such as computer monitors, immersive VR glasses, replace physical exhibitions, offer several advantages. First,
head-mounted displays (HMDs), or even immersive cubic they allow the storage of unlimited items and the dynamic
Volume 3 Issue 1 (2025) 6 doi: 10.36922/ac.3428

