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Arts & Communication Integrating extended reality in modern museums
to document their collections and other cultural heritage fields. In addition, secondary data classification, analysis,
(CH) content (https://sketchfab.com/museums). and interpretation methods were employed. The use of
st
VR and AR are among the eight technologies that XR technologies in 21 -century museums was analyzed
enterprises are most interested in, with companies such within a broader theoretical framework, incorporating
as Sony, Samsung, HTC, and Google making significant conceptual principles such as the theories of “flow” and
7,8
investments in these areas in recent years. The rapidly “value co-creation,” as well as models of the “experience
accelerating adoption of AR is estimated to create a market economy” and technology acceptance.
worth $340 billion by 2028. Moreover, the global AR In this context, literature related to the museum sector’s
3
market is expected to grow at a compound annual growth engagement with specific technologies was identified
rate of 39.8% from 2023 to 2030. 9 through multiple searches across several databases,
including Springer Link, Semantic Scholar, Science
From another perspective, according to the European
Commission, VR and AR technologies have a high potential Direct, Frontiers, Academia.edu, ResearchGate, Taylor
to transform human–computer interaction and sectors such as and Francis, MDPI, JOIV, ACM, and, Google Scholar. In
culture. Therefore, both these environments and the industry addition, the EVA-Berlin 2023 conference and MuseWeb
10
generating them should be strengthened. Governments database were explored to gather advanced research studies
on digital practices and innovations relevant to the topic.
worldwide have similarly supported extended reality (XR)
integration into the cultural sector, especially in museums. This approach enables the examination of various XR
4,11
According to Margetis et al., as AR and VR immersive application designs and implementations in museums
solutions are becoming relatively mature and more affordable across Europe, Asia, and America. The period of interest
by delivering a high-quality user experience, they represent a focused primarily on the past 8 years (2017 – 2024),
turning point for evolving XR experiences in museums. 1 though not strictly limited to that range. Expanding this
chronological scope proved beneficial, particularly when
Although widely applied in the tourism sector, XR previous publications contributed to understanding the
technologies were still in their early phases of development broader context or tracing the evolutionary path of these
in museums until recently (2017 – 2018). Silva and technologies.
12
Teixeira observed a growing number of publications on
their use in CH after 2018, noting that research groups 3. XR technologies
from Greece and Italy contribute the most to this area.
12
Since then, XR applications in museums have been gaining 3.1. Definition and evolution
increasing traction. 13 XR, also known as cross reality, encompasses immersive
Thus, this study aims to conceptualize and evaluate technologies such as VR, AR, and MR. These innovative
emerging XR technologies and their correlation with information systems overlay or blend real and virtual
the museum and CH sectors. Based on an extensive worlds, shifting traditional tangible points of real-
literature review, we analyzed the properties, potential, and time interaction into a virtual environment. 10,14-16 XR
application methods of XR technologies in museums, which applications create an intersection between the real and
can be beneficial for museum professionals and designers. virtual environments, offering a unified, immersive digital
world that extends beyond conventional reality. This new
The rest of this study is structured as follows. Section
2 outlines the methodological process used. Section 3 realm has the potential to revolutionize CH experiences
in terms of interpretation, visualization, and interaction
analyzes the uptake of XR technologies in the museum while enhancing user performance, enjoyment, empathy,
environment and discusses their general profile, key and understanding. 1
features, and impact on visitors’ behaviors, while also
examining their evolution and role in the museum context In terms of technological evolution, early researchers
(Sections 3.1 – 3.5). Further, subsections explore the focused on improving the resolution of VR/AR
specific properties and potential of VR, AR, mixed reality technologies. At present, the emphasis has shifted toward
(MR), and Metaverse technologies (Sections 3.6 – 3.8). enhancing “interaction,” which involves making these
8
Finally, Sections 4 and 5 summarize the article’s core issues technologies as realistic as possible. This shift requires
and suggest directions for future research, respectively. advancements and innovations in both the hardware and
software levels, gradually leading to “embodied” AR and
2. Methodology VR solutions. 8,16-18
To investigate the issues outlined, an extensive literature Examples of this progression include the use of
review was conducted, providing access to various research contactless devices (e.g., the Leap Motion device), which
Volume 3 Issue 1 (2025) 2 doi: 10.36922/ac.3428

