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Arts & Communication                                           Integrating extended reality in modern museums



            that encompass both technologies. 16,92,93  Although researchers   Wearable AR technology can improve the visitor
            believed that “an optical see-through HMD with a high display   experience, especially when it offers sharing capabilities.
            resolution  could provide  a more  comfortable  environment   In the case of a Google Glass app in a UK art gallery,
            without causing blurred vision or dizziness,” it seems that   visitors who participated in an audience survey (2014 –
            the problem has not yet been completely tackled, although   2015) reported that the experience was both enjoyable and
            VR/MR  devices such as the Apple  Vision  Pro have been   interesting.  Wearable technology has a significant positive
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            specifically designed to reduce motion sickness. 93,94  effect by providing a more natural way of interaction than
              Thus, we may have to wait for a “usable enough”   mobile devices. Embedded in users’ experiences and
            device to fully enjoy immersive AR experiences in   actions, it functioned as an extension of visitors’ bodily
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            museum environments.  From another perspective,    functions, intelligently expanding them.
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            future technological advancements could see portable   The rejuvenating influence of AR technology was further
            and wearable devices replaced by implantable ones.  In   demonstrated by the mobile AR application developed
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            any case, it is clear that leveraging such technologies has   at the Smithsonian National Museum of Natural History.
            redefined the museum exhibition experience: visitors are   According to users, the app transformed an “antiquated”
            “extended,” acquiring hybridity, and their relation with   exhibition of vertebrate skeletons – unchanged since
            museum objects is mediated and transformed. 16,56,95,96  the 1960s and no longer meeting modern engagement
              One of the most common applications of AR in museums   standards – into a highly interactive experience. 84
            is the virtual tour guide, providing personalized exploration   Likewise, the AR app developed at the Carnegie
            and navigation,  often combined  with mobile  technology,   Museum of Natural History in 2008, as part of an
            advanced software, and geolocation through sensors or   international collaboration, transformed the typical
            image recognition. 85,97  A well-known example is the CHESS   museum tour. The app, an interactive virtual diorama,
            Project, implemented in museums such as the Acropolis   provided a personalized tour of the museum’s garden,
            (Athens) and the Stedelijk Museum (Amsterdam). It was   showcasing how the ecosystem appeared before the deer
            based on stories of predetermined content, with the ability   overpopulation. It featured a forest filled with flowers,
            to adjust the plot according to visitor behavior. 98,99  Similarly,   plants,  insects, and  bird  sounds,  fostering  emotional,
            the Smartify app, currently used in art galleries worldwide,   cognitive, and esthetic involvement. 103
            allows users to access multimedia information and create   In another case, AR was used to reconstruct older
            personal galleries through scanning. 11
                                                               artifacts and environments at the Viking Ship Museum
              A significant step in the evolution of AR applications   (Oslo) and the Calmecac Museum (Mexico). In both cases,
            in museums has been the adoption of wearable technology   AR significantly enhanced the museum experience and
            since 2012, specifically devices  such as smart glasses,   supported CH communication. 104
            which free visitors of the burden and limitations of mobile   Patil et al. leveraged technology to create an AR museum
            devices. In a pilot study, De Angeli  et al. experimented   tour system, enabling users to interact with augmented
            with an AR device by developing a lightweight, transparent   virtual models and modify their visual properties for
            optical headset frame on which the visitor’s mobile phone                105
            could be placed, allowing virtual content to be displayed   exploration and discovery.  Similarly, Paliokas  et al.
            directly in front of their eyes without QR tags or the need   developed an AR application that encouraged interaction,
            for an Internet connection. 100                    detailed review, and new perspectives on exhibition. Their
                                                               application offered digital versions of exhibits, interactive
              At the same time, AR glasses such as Google Glass were   storytelling, and an AR quiz, which boosted user interest
            gaining momentum in museums globally. For instance,   and satisfaction, thereby optimizing learning outcomes. 106
            at the de Young Museum (San Francisco), Google Glass
            was used in conjunction with iBeacons to enhance a   Sugiura  et al. developed a visitor-centric AR HMD
            Keith Haring exhibition, helping visitors gain a deeper   museum tour system with a physical click interface
            understanding of his works. 90,101,102  In a similar context,   for a museum of medical samples. Their pilot study
                                                               demonstrated the system’s learning effectiveness and its
            Mason experimented with a prototype optical AR headset   overall superiority over traditional description panels. 93
            (Glassware), which through QR technology and a simple
            contact interface provides simultaneous or selective   TombSeer,  a  “holographic  AR”  heads-up  application,
            viewing of virtual and real information. Through a field   developed by Pedersen et al., integrated gestural and visual
            experiment at the Robotics Gallery at the MIT Museum,   experience at the Royal Ontario Museum. This self-guided
            Mason confirmed the power of the smart glasses experience   tour application used HMDs, such as Meta or Microsoft
            compared to that of a mobile screen. 81            HoloLens,  to  provide  a  3D  viewpoint  and  embodied


            Volume 3 Issue 1 (2025)                         10                               doi: 10.36922/ac.3428
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