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Arts & Communication                                           Integrating extended reality in modern museums




            Table 1. Benefits, challenges, and best practices of VR usage in modern museums
            References      Benefits      References      Challenges     References       Best practices
            57,58,62,67 Allows storing and archiving an   3,58  Offers a solitary, individual   58,62  Virtual museums/collections of numerous
                     unlimited number of items     experience                     platforms (e.g., Art Institute of Chicago’s
            1,4,24,71,73 Provides access to collections/  73  To share VR space with other   online collection, The Guggenheim
                    artifacts                     people (a multi-user experience:   Museum’s permanent collection, The
                    -that are not physically      social VR) is still too expensive   ΜοΜΑ collection), where over 2,000
                    exhibited/inaccessible        and thus often unavailable to   cultural institutions provide virtual content
                    -when access to the physical one   museums.                   through virtual galleries (e.g., Google Arts
                    is not possible (e.g., people with                            and Culture).
                    disabilities/senior populations)
            58,62,67  Permits browsing without   94,95  Engineers/designers must find   14,19,69,73 Simulated function of objects and human
                    location, time, or cost       solutions to overcome the issue of   activity in contextualized environments (e.g.,
                    constraints, while avoiding   cybersickness.                 virtual reconstitution of an 18 -century
                                                                                                    th
                    crowding.                                                    ship, experiencing the Battle on Neretva in
            73      Can be used to get a concrete feel   4,58  Viewing fatigue, technical glitches,   the permanent exhibition of the Museum
                    of how a certain space/object/  and operational challenges in   in Jablanica, Bosnia and Herzegovina, or
                    event would look like.        technology can hinder visitors’   travel through the time in a Nazi bunker at
                                                  overall VR satisfaction.       the Tirpitz Museum (Denmark) through the
                                                                                 Tirpitz project).
            1       Gives extra/additional   73   Intense visibility of VR masks/  61-63,65  Immersive interactive experiences in
                    information about the exhibited   glasses.                   museums’ exhibitions (e.g., observing the
                    artifacts.                                                   details of Gioconda at the Louvre (2019),
            4,54,57,58  Can be an effective tool to   73,78,79  VR technology raises skepticism   immersing in a famous artist’s studio
                    both educate and entertain    and questions about whether a   in Tate Modern (2017), diving into the
                    visitors, allowing for interactive   simulated museum gradually   world of Alice in Wonderland in the V&A
                    exploration of artifacts.     changes the meaning of the     Museum landmark exhibition (2021), or
                                                  museum visit or what constitutes   touring the Forbidden City of Beijing from
                                                  authentic art.                 the time of the Chinese Imperial Dynasties
                                                                                 (2016)).
            3,4,13,19  Can create engagement by   84  The usefulness and value of VR are   14  Virtual reconstitution of an excavation is
                    providing compelling and      dramatically reduced for on-site   useful for archaeologists to apprehend a
                    memorable experiences,        experiences.                   site and its excavation process.
                    involving cognitive and affective
                    states associated with behavioral
                    responses.
            58      Fully immersive virtual museum   15  Its convergence with other smart   19,49  Gamification of historical or scientific
                    experience can add value to   technologies (e.g., AI or robotics)   events integrated in educational
                    visitors’ on-site experience.  can boost its potentialities.   applications of VR (e.g., SG scenario of
                                                                                 Palace of Aigai/bridge destruction on the
                                                                                 Neretva river).
            1,73    Offers spectacular and    1   Virtual characters should not only
                    immersive, empathy-inducing   be realistic but also exhibit natural
                    experiences.                  movement.
            4,58,74,75  Enhances visitor satisfaction,   58  The possibility of social
                    especially for younger        interaction in virtual museums
                    generations, thereby affecting   is a condition demanded by the
                    visitor intention.            younger generation, which fully
                                                  associates with their satisfaction
            58,67   Can enable visitors to examine
                    the content from different angles
                    and in the finest detail.
            13,57    It creates a sense of deep
                     relaxation and escape from the
                     pressure of real life.
            58       Wearable VR can be an effective
                     way to tour the museum as it
                     provides a new perspective on
                     a museum compared to the
                     traditional tour.
            Abbreviation: VR: Virtual reality.


            Volume 3 Issue 1 (2025)                         8                                doi: 10.36922/ac.3428
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