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Arts & Communication                                           Integrating extended reality in modern museums



            passive to active participation and from absorption to   assessment tool, and other questionnaires could benefit
            immersion, respectively) in all four dimensions of the   museum professionals. For instance, the Novac and
            museum experience (entertainment, education, esthetics,   Biocca Questionnaire is used to verify the positive
            and escape).  In particular, interactive technologies in   influence of anthropomorphism on presence in a virtual
                      30
            the museum sector play a catalytic role – either positively   environment. 39,40  In the same vein,  the MEC  Spatial
            or negatively – in fostering visitor engagement through   Presence Questionnaire (MECSPQ), the “New Cross-
            participation  and  value  co-creation  in  a  world  where   Media Presence Questionnaire: The ITC-Sense of Presence
            memory-making  experiences  are  a  dominant form  of   Inventory,” and the “ITC-Sense of Presence Inventory (ITC-
            economic production. 31,32                         SOPI)” have been developed to facilitate the comparison of
              Thus, researchers have proposed models for the optimal   results and to measure the user’s feeling of being physically
            utilization of technology to maximize the value of tourism   present in interactive virtual environments. These tools
            experiences.  Similarly, YiFei and Othman conducted   could thus help researchers and designers measure and
                      33
                                                                                               41-43
            a  study  based  on  quantitative  research  methods  and   ultimately improve visitors’ experiences.
            previous studies published between 2010 and 2023, which   3.3. Recontextualizing the museum environment
            addressed the behavioral intentions of museum visitors   through XR technologies
            toward VR, considering the technology acceptance model
            and its extensions. 4                              XR technologies have been seen as a means to
                                                               recontextualize the museum environment, facilitating
              The researchers identified four key factors influencing   their transition from a temple (a static space) to a forum
            user engagement and driving visitor behavioral intentions:   (a dynamic space, where visitors have no choice but to
            “perceived usefulness” (the perception of VR as a valuable   affirm their faith and marvel at exhibited artifacts in a
            tool for improving knowledge, understanding, or    dynamic forum of knowledge, a “space for intercultural
            enjoyment), “information quality,” “perceived ease of use,”   dialog” centered around visitors. In this new model,
            (implying a smooth VR interaction), and “psychological   visitors are free to access, experiment, interpret, and even
            cognition”.  The latter, described as “a complex web of   challenge museum knowledge through genuine personal
                    4
            emotions, perceptions, and mental processes” (such   interaction. 44,45  This enables engagement not only with
            as curiosity,  awe, reverence, “presence,” or  “embracing   physical  objects  and  collections  but  also  with  intangible
            immersion” and cognitive engagement), significantly   material and abstract CH content. 44,45
            shapes user engagement with VR in museums, according
            to the authors.                                      In this context, Spence  et  al. (2020) created a highly
                                                               personal VR/MR museum experience combined with
              There are numerous models and frameworks that    haptics (VRtefacts), where visitors could physically handle
            cultural managers and policymakers could use to evaluate   3D-printed or scanned museum objects and produce their
            technology’s impact on users or positively influence   own stories and interpretations. These interpretations
            visitor behavior. For instance, the Social Practice Theory   could then be shared with and donated to the museum.
                                                                                                            46
            of 4E (Enable, Encourage, Engage, and Exemplify) and its   This physical interaction and personal interpretation,
            extensions could help generate positive responses from   fully aligned with the principle of new visitor-centered
            target audiences; similarly, the Theory of Planned Behavior   museology,  such  as  the  “rehabilitation  of  touch”  and
            may provide a conceptual framework to help managers trace   the questioning of curatorial authority, was designed
            attitudes, understand visitors’ behaviors, and implement   to stimulate visitors’ senses, foster a sense of intimacy
            effective interventions in the museum environment. 34,35  with the  creators or users of the objects through  touch,
              Methodological tools, such as the Mechanics, Dynamics,   and encourage active engagement in the interpretive
            and Esthetics framework, commonly used to support   process. 46,47
            game design and improve the efficiency and effectiveness   In addition, beyond providing a sense of presence and
            of the game development process, could also prove useful   immersion in different environments, XR technologies can
            for museum game developers. 36,37  Similarly, studies that   involve users in production processes. A prime example is
            investigate the impact of factors such as age, gender, or   virtual migration museums, where participatory workshops
            prior gaming experience on performance parameters   have shown that integrating XR migrant experiences and
            can help museum game designers better understand the   mnemonic  labor  can facilitate  active mnemonic place-
            capabilities of different players. 38              making for users. As Reading et al. noted, when audiences
              Finally, evaluation tools such as the Ubisoft    engage with digital memories of the place, particularly
            Perceived Experience Questionnaire (UPEQ), a game   when they can upload, augment, or interact with those


            Volume 3 Issue 1 (2025)                         4                                doi: 10.36922/ac.3428
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