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Arts & Communication                                           Integrating extended reality in modern museums



            Table 2. (Continued)

            References         Benefits of AR   References   Challenges     References       Best practices
            55            AR can be experienced   86,89  The cost of producing AR   106  AR navigation and exploration
                          using smartphones, tablets,   experiences at the museum      are combined with game elements
                          or specialized AR glasses/    (the actual implementation     (e-Tracer AR app)
                          see-through HDMs              of AR in the museum) can
                                                        be prohibitive (need for
                                                        more affordable solutions,
                                                        e.g., products cheaper than
                                                        the Apple Vision Pro, and
                                                        resolving the equation of
                                                        cost versus accessibility)
            26,86         Attracts visitors/new audiences  86  There is an equipment   19,49  Gamification of historical or
                                                        issue as the execution and     scientific events integrated in
                                                        integration of AR during       educational applications of VR
                                                        the experience requires        (e.g., the SG scenario of Palace of
                                                        specific technological         Aigai)
                                                        features (e.g., high battery
                                                        consumption/Internet
                                                        instability)
                                                   86   The need for new content/
                                                        updates of available offers
                                                  93,94  Need to improve or
                                                        eradiate cybersickness
                                                        (better HMDs)
                                                  3,86  Cognitive overload or
                                                        excess of technological
                                                        mediation can be a negative
                                                        response to AR technology
                                                        use
                                                  73,95  There is not yet an
                                                        easy-to-wear device or a
                                                        sufficiently usable device
                                                        to allow users to engage
                                                        with AR
                                                   1    Virtual characters/agents
                                                        used should not only be
                                                        realistic but also exhibit
                                                        naturalness in visitors’
                                                        movement to prompt high
                                                        perceptions of presence
            Abbreviation: AR: Augmented reality.

              In addition, confidentiality and privacy issues emerge   The benefits and challenges related to the use of
            from this amalgamation, underscoring the need for ethical   the metaverse in museums are summarized in  Table 3.
            mechanisms to protect the intellectual property of human   Although a fully representative paradigm of the metaverse
            body images and secure interaction with other avatars while   has not been developed yet, scholars are actively conducting
            managing data privacy. Given the ease of creating 3D models of   case studies of its early applications in museums, focusing
            both the world and people through simple acts such as gazing   primarily on the organization and exploration of digital
            and the potential misuse of such models in fake productions,   content within virtual – future 3D – museums and how
            these concerns are particularly pressing. 75,115  However,   such environments interact with visitors. 29
            alongside legal restrictions on violating the privacy rights of
                                                                                            st
            other users, a well-regulated metaverse should not only allow   Since the beginning of the 21   century, museums
            freedom of expression and “open justice” but also the right   have explored multi-user virtual environments using the
            of those who infringe on XR privacy to be rehabilitated and   technology of their time.  A typical example is the use of
                                                                                   121
            reintegrated into society after being successfully punished. 120  the online virtual community Second Life (SL) to create


            Volume 3 Issue 1 (2025)                         13                               doi: 10.36922/ac.3428
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