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Arts & Communication                                           Integrating extended reality in modern museums




            Table 3. Benefits and challenges of metaverse usage in modern museums
            References        Benefits       References    Challenges    References        Best practices
            62,68      It will enable browsing,   116  It requires the technically   113,117,121 It has not yet been fully developed.
                       retrieving, and arranging       demanding transition to a   Early examples of “metaverse” usage
                       museum data in a 3D             real 3D online experience  in the museum are associated with an
                       environment                                                online virtual community on the Second
            18,117     As a multi-user virtual   75,114,115,119 The simulation of real life   Life platform, a metaverse museum on
                       environment, the metaverse      in a virtual environment   the Zepeto gaming platform, and the
                       is expected to allow visitors   will cause a culture       preservation of tangible and intangible
                       with common interests/          clash in human beings,     CH content (Haw Par Villa, Singapore)
                       communities to fully            altering their way of
                       participate in shared museum    communication and
                       activities, escaping physical   interaction
                       constraints
            74,75      Visitor participation is   75,115  It raises issues of
                       anticipated to be more          confidentiality and privacy
                       intensive than ever, through
                       the digitization of the human
                       body (avatars), thereby
                       renewing the way culture is
                       produced and appreciated
            29,62,113,123  It is envisaged to renew
                       museum archiving, navigation,
                       and storytelling and support
                       the preservation of tangible
                       and intangible CH
            74,75      It could stimulate younger
                       visitors’ curiosity, interest, and
                       participation levels


            museum spaces that offer visitors opportunities for social   choice.
            interaction in gathering spaces (e.g., cafes and gift shops)   Choi and Lee designed the Minhwa (a traditional
            and encourage discussion about museum exhibits with   Korean culture) metaverse museum through the Zepeto
            people from around the world who share similar interests.  gaming platform, which at that time had approximately
              In the same context, and taking a humorous approach,   200  million  users.   The authors studied the  common
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            Thawonmas and Fukumoto conceptualized an automatic   features of popular metaverse gaming platforms, such as
            comic book production system based on visit logs from   autonomy and freedom of movement, the ability to create
            a metaverse museum. This was implemented in the    and engage in economic activities, and the use of an avatar
            virtual exhibition of a Japanese museum through the SL   as the user’s representative. They equipped their museum
            platform.  All 26 participants gave positive feedback on   with download and upload services and a souvenir shop,
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            the system, which summarized their experience during the   capitalizing on younger cultural consumers’ trend of
            visit, including their movements and postures in front of   purchasing luxury goods (e.g., Gucci and Dior) to decorate
            the exhibit – indicating their interests.          their virtual worlds within the game, thereby driving a
                                                               billion-dollar market.
              Choi and Kim envisioned a metaverse museum
            exhibition based on VR–AR, beacon sensors, HMDs, and   From their perspective, Zhang  et al. focused on the
            a storytelling function, which could provide interactive   metaverse’s potential to support the preservation of
            content relating mainly to visual archiving and museum   tangible and intangible CH content.  They developed a
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            navigation.  In a different approach, Kim proposed the   five-dimensional representation model for various types
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            creation of a metaverse cultural content platform based on   of data, including those that transcend the limitations of
            cloud services and smart mobile applications.  According   static solid forms (e.g., opera performances) or represent
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            to the author, members or subscribers of this platform   CH connotations (e.g., stories, experiences, socio-
            would be able to apply their avatars to live online cultural   historical context, and evolution over time through
            experiences or store personalized cultural content of their   narration). This model – comprising linear-sequential, 2D,


            Volume 3 Issue 1 (2025)                         14                               doi: 10.36922/ac.3428
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