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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
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            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,
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            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
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            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
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