7 research outputs found
natural interaction in virtual reality for cultural heritage
Now that virtual reality has finally become a customer ready product, museums can use this new mean to enhance their exhibitions. The main problem however is that such a tool was not thought for casual users, and to adapt this new technology to short experiences such as the ones museums could provide, it is necessary to reduce the adaptation time to the new mean. In this paper, we discuss how removing physical controllers in favour of visually-tracked virtual hands could significantly reduce the time needed by casual users to adapt to new experiences, underlying the current technological limitations both in terms of technology and design
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Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space
Virtual Community Heritage:An Immersive Approach to Community Heritage
Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage
A Prototype that Fuses Virtual Reality, Robots, and Social Networks to Create a New Cyber–Physical–Social Eco-Society System for Cultural Heritage
With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber−Physical−Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains
A framework study on the use of immersive XR technologies in the cultural heritage domain
Most cultural promotion and dissemination are nowadays performed through the digitization of heritage
sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality
(AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality
and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this
respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites
by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a
more immersive experience that engages the visitor both physically and emotionally.
This study contributes to the development and incorporation of AR, MR, and VR applications in the
cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems,
such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to
handheld devices. We propose a framework study to identify the key features of headset-based Extended
Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence,
and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over
more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to
improve the guests’ experience and the appreciation of the cultural heritage.
An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online
Library databases was conducted, including papers published from January 2018 to September 2022.
To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending
on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility,
visitor profiling, and management.
Immersive cultural heritage systems allow visitors to feel completely immersed and present in the
virtual environment, providing a stimulating and educational cultural experience that can improve the
quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural
heritage domain