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Arts & Communication                                           Integrating extended reality in modern museums



            rearrangement of collections, with personalization   with over 2000 institutions offering virtual galleries and
            options. 58,67  Researchers have proposed interactive ways   VR exhibitions through platforms such as Google Arts and
            to organize museum archives for browsing in VR, such as   Culture and Matterport. 58,62
            immersive Multi-Screen VR Systems, which could intersect   In summary, VR technology offers the significant
            with technologies such as the metaverse. 62,68  Second, virtual   advantage of providing access when physical visits are not
            museums allow browsing without constraints of location,   possible. 1,4,23,71,73  Furthermore, it facilitates the integration
            time, or cost, while avoiding crowding. 58,62,67  Finally, they   of education and entertainment in the museum, and
            offer creative ways to integrate learning and entertainment   together with telepresence, as noted by Shahab et al., these
            through interaction. 58,62,67,69                   are the primary drivers behind an enjoyable experience.
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              Although the idea of a virtual museum was introduced   Finally, VR serves as an effective marketing tool, adding
            by André Malraux, in 1947, technological advancements,   value  and a  fresh  perspective  to the  on-site  experience,
            especially since the advent of the Internet, have revived   which significantly enhances the perceived quality and
            interest  in this  concept.  In  the 1990s, Tsichritzis and   overall visitor satisfaction. 58,73,74,75
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            Gibbs proposed a virtual museum that would offer access   However, VR technology also presents challenges, such
            to everyone, including people with disabilities, thereby   as the high visibility of VR masks/glasses and the solitary
            overcoming  physical  limitations  like  the  need  to  protect   nature of the experience. Although multi-user VR (Social
            exhibits or transport visitors. 71                 VR) is possible, it remains unaffordable for most institutions
              The virtual museum has evolved, especially after   at present.  In addition, VR sickness, which can manifest
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            progress in 3D graphics and hardware in the 21  century,   as nausea, dizziness, blurred vision, eyestrain, or headaches
                                                  st
            from static text photograph presentation to dynamic   due to hardware and content, is another hurdle affecting its
            virtual exhibitions of global museums without walls or   use in museums. 16,76  There is also ongoing skepticism about
            restrictions. 67,70  Today’s virtual museums can host vast   whether “strolling” through a simulated museum might
            collections and serve as tools for both preserving CH and   gradually change the meaning of a museum visit or redefine
            enhancing public interaction with contemporary artistic   what constitutes authentic art. 73,77,78
            works. 58,62                                         The benefits, challenges, and best practices related to
              Generation Z, born between the mid-1990s and     the use of VR in contemporary museums are summarized
            early 2010s, particularly values the flexibility and cost-  in Table 1.
            free nature of virtual museums.  They seek functional
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            orientation and the ability to move within these spaces,   3.7. AR and mixed reality
            which morphologically refers to a guided tour in a physical   AR interactive technology, a medium created using a
            museum.  To  increase  interactivity,  suggestions  include   computer, camera, and various user interface devices
            adding  online  stores  and  social  media  engagement  as   (such as mobiles, tablets, or AR glasses), overlays virtual
            visitor satisfaction often depends on such features. 58  elements – texts, images, videos, or 3D objects – onto the
              Virtual museums use various media and formats,   user’s immediate physical environment. This integration
            ranging from non-immersive, web-based platforms    supplements and alters the user’s perception of reality,
            to highly immersive, HMD-based experiences with    creating an augmented hybrid reality in which artificial
                                                                                                     15,17,79-81
            stereoscopic/holographic  projections,  sound,  and  content coexists with the real world in real-time.
            haptic feedback. 8,13,58,67  At the most advanced level, these   Experiencing this blend of real and virtual environments,
            museums offer fully immersive 3D environments where   situated within the reality – virtuality continuum proposed
            users can explore virtual spaces and interact with detailed   by Milgram and Kishino (Figure  1) constitutes the
            objects. 8,13,14,58                                concept of MR.  In MR, AR and VR are combined into
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              However, producing olfactory VR experiences remains   an intelligent interface where the virtual and real worlds
            a significant challenge for researchers, even though   coexist seamlessly, allowing interaction between them. The
            laboratory  experiments,  such  as  those  by  Flavián  et al.,   result is a dynamic and perspective-correct fusion of both
                                                                                              21,79,82
            show that “digitizing” fragrances through embedded VR   realms that is perceived as inseparable.
            devices, combined with pleasant and consistent ambient   Although there is still no common understanding
            aromas that aligned with the content displayed content,   of  what  exactly  constitutes  MR,  this  “broader  VR,”  we
            can enhance sensory stimulation and positively influence   can consider it as a significantly upgraded and improved
            emotional and behavioral responses.  Nevertheless, the   technology compared to AR and as a “superset” containing
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            number of virtual museums worldwide continues to grow,   AR/VR digital content that enhances the user’s perception

            Volume 3 Issue 1 (2025)                         7                                doi: 10.36922/ac.3428
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