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Arts & Communication Integrating extended reality in modern museums
Table 2. Benefits, challenges, and best practices of ΑR usage in modern museums
References Benefits of AR References Challenges References Best practices
26,55,56,73,86 Provides contextualized 56,84,86 Distraction/interference 84,103,104 Visualization/reconstruction
additional information allowing can be a hazard for the of ancient/older artifacts/
users to access and interact with museums using AR environments used by virtual
both real and virtual objects (e.g., distracting the visitor characters/fossils/remains that
from the artifacts, affecting come together to form a dinosaur
the exhibition narrative or skeleton (at the Smithsonian’s
other visitors). It should be National Museum of Natural
designed to complement History), a Viking boat (at the
and assist the museum’s Viking Ship Museum in Oslo),
exhibitions an ancient town (at the Calmecac
86 It facilitates reconstructing the 86 More immersive AR Museum in Mexico City), or a
past museum tours suggest lost woodland (at the Carnegie
more visible equipment. Museum of Natural History)
There is a visual discomfort
caused by the visibility of
this technology
3,26,56,86,93 Can significantly enhance 56 Virtual elements in 11,17,93,102,105 An AR self-guided tour for
museum learning and retention AR may overshadow a personalized navigation
of information the original physical experience, learning/exploration,
elements and create and discovery purposes
misinterpretations (e.g., Smartify, The Keith Haring
regarding the perception exhibition at the de Young
and significance of Museum, San Francisco, in 2014)
real-world and virtual
elements (a balancing
issue between virtual and
real-world elements)
26,86 Can exert a new perspective of 106 AR proposes a unique 112 AR use for scientific
the artworks and optimize the set of challenges for (e.g., restoration) purposes in the
interpretation of the exhibits. technology designers to museum space
integrate interactive AR
experiences (e.g., game-like
activities) into the museum
context
8,13,84,86 Makes the visitor experience 86 Can create a problem of 108,111 AR use for entertainment and
more memorable accessibility as smaller marketing purposes
screens generate a cluster (e.g., audiovisual performance
of minimal information at the MuseumsQuartier Wien/
that can be difficult to interacting with paintings by
comprehend and create a manipulating their colors)
barrier to interpreting the
experience
3,11,20,26,56,86,96 Can improve and expand 56,86 AR can trivialize the 109-110 Interaction with famous or
visitors’ user experience and museum as the museum’s current works of art/artifacts
engagement collections and contents to learn additional information
can become just a means of (e.g., explore the hidden secrets
accessing technology of Gustave Caillebotte’s Le Pont de
96 Wearable AR technology 56 Visitors may lose l’Europe 1876 through AR at the
extends human bodies, thereby interactions with their AGO (Art Gallery of Ontario) or
affecting visitors’ emotion and peer visitors (the “isolated exhibits made by this technology)
enjoyment phenomenon”), creating
a balance problem and
inscribing participatory
elements in applications
(Cont'd...)
Volume 3 Issue 1 (2025) 12 doi: 10.36922/ac.3428

