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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

