Page 106 - AC-3-1
P. 106

Arts & Communication                                           Integrating extended reality in modern museums



            interaction.  When testing the prototype, participants   Blockchain, Visualization, and 5G. 29,62,76,113  Although the
                     17
            could bring additional information into view by simply   Metaverse and the HMDs through which it is explored
            staring at a digital exhibit. They could also pick up and   remain in the relatively early stage of development, this
            carry virtual objects in the augmented space, point at them   technology is being heralded as a “shock wave” that will
            to trigger events, and pinch or swipe to resize or remove   transform the museum world and its relationship with
            unwanted information.                              visitors, especially younger generations. 76
              The first systematic combination of AR and VR in   The term “metaverse” (“meta” + “universe”) was first
            an Italian museum was implemented by Trunfio  et al.   used in 1992 in a science fiction novel by Neal Stephenson,
            through experimental MR technology.  At the Ara Pacis   where the protagonist navigates a virtual world through
                                           107
            Museum (Rome), the project used a 3D tracking-location   digital avatars. 29,74,75  The concept of the Metaverse, as the
            system, advanced computer vision algorithms, and special   “virtual dimension made tangible,” entered the public
            equipment, allowing visitors to experience the monument   spotlight mainly after the pandemic, when companies such
            in its original colors, “fly” over its location for an aerial view   as Meta, Apple, and Microsoft began planning to enter it,
            and witness a sacrificial ritual. This immersive experience   attempting to understand its potential to create financial
            provided visitors with deep knowledge and intense esthetic   value above all else. 62,75,113
            application of the monument and its history. 16,107  More specifically, the metaverse is a complex, shared,
              Hammady  et al. also designed an MR museum guide   and continuous large-scale digital/online platform where
            system.  Implemented at the Egyptian Museum (Cairo), the   the real world (physical space and human reality) and the
                  22
            system included an application that allowed visitors to interact   digital ecosystem are interconnected through the creation
            with simulations of ancient exhibits from the Tutankhamun   of 3D point clouds, sensor networks, HMDs (Metaverse VR
            collection, alongside a virtual guide-avatar that provided   Headsets), and virtual replicas of participants, namely, their
            visual information. According to users’ evaluations, the most   “avatars”. 76,114,115  An avatar is the “digitized” version of the
            critical elements of this immersive MR experience were the   human body, an upgraded and super-powered version of
            digital tour guide (avatar), virtual characters, and objects,   itself – enhanced by 3D, VR, AR, and AI – enabling people
            enhanced by music and sound effects. 22            to perform tasks not possible in reality by participating in
                                                               an improved virtual model of the physical world. 76,114-116
              In addition to enhancing museum visits, AR applications   In meta-reality or hyper-reality, individuals are expected
            have been used in museum spaces for entertainment and   to escape physical temporal and spatial constraints,
            marketing purposes. For instance, at MuseumsQuartier   experiencing “the dimension of imagination”. 115
            Wien,  visitors  experienced  an  impressive  audiovisual
            performance by simply pointing their mobile devices at a   What sets the metaverse apart from other virtual worlds
            cultural institution or the museum courtyard.  In other   of digital images is the shift from the familiar 2D online
                                                 108
            cases, inventive AR applications have allowed users to   experience to an immersive 3D experience. This shift is
            interact with paintings by altering their colors, uncover   predicted to be highly as transformative as the artistic shift
            the secrets of famous artworks by “entering the mind”   from 2D to 3D after the introduction of perspective during
                                                                            116
            of their creators, or engage with art created through AR   the Renaissance.  In this hybrid, parallel universe, formed
            technology. 109-111                                by the merging of virtual and real into one experiential
                                                               continuum, users will be able to engage in various activities
              Finally, AR can also be used to provide detailed   in new ways, such as working, gaming, attending concerts,
            information on the analysis and study of museum    shopping, traveling, socializing, communicating via social
            interventions, facilitating the work of conservators-  media, and conducting trade deals, all while experiencing
            restorers and advancing the production of new forms of   the sensation of truly being there. 29,62,75,116-118
            digital documentation. 112
                                                                 However, as the blending of these two worlds progresses,
              The benefits, challenges, and best practices for the use   with expressions and movements transferring from human
            of AR in museums are summarized in Table 2.        reality to VR through our digital alter egos, and virtual
                                                               stimuli integrating into the physical world (e.g., through
            3.8. Metaverse
                                                               touch sensors), the question arises of whether we are
            The Metaverse is a new MR of a spatiotemporal continuum   experiencing a “culture clash” between bounded physical
            that combines elements of a virtual world, the World   spaces and borderless cyberspaces.  In this context, new
                                                                                           119
            Wide Web, social networks, and real-life reflections. It is   modes of presence, communication, and social connection
            based on immersive VR–AR technologies, as well as other   are emerging, where human-to-human interaction will be
            technologies such as the Internet of Things (IoT), AI,   mediated by a new VR simulation of real life. 75,114,115


            Volume 3 Issue 1 (2025)                         11                               doi: 10.36922/ac.3428
   101   102   103   104   105   106   107   108   109   110   111