Page 97 - AC-3-1
P. 97

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
   92   93   94   95   96   97   98   99   100   101   102