Next Article in Journal
Spatial Variability of Soil Cone Index and Its Implications for Vehicle Mobility
Next Article in Special Issue
Novel System Supporting Color Vision Deficiency Consisting Colored Filters and Illumination Setup
Previous Article in Journal
Latest Research on Eye Tracking Applications
Previous Article in Special Issue
Research on Alarm Interface of Virtual Monitoring System for Ventilation Control in Flotation Workshop Based on Cognitive Load Theory
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Human-Centered Design Optimization of VR Museums for Bronze Wine Vessels: A Systematic AHP–QFD Approach

1
School of Art and Design, Shanghai Dianji University, Shanghai 200240, China
2
Division of Arts, School of Art and Design, Shenzhen University, Shenzhen 518060, China
3
Graduate School of Creative Industry Design, National Taiwan University of Arts, New Taipei City 220241, Taiwan
*
Author to whom correspondence should be addressed.
Appl. Sci. 2026, 16(10), 4908; https://doi.org/10.3390/app16104908
Submission received: 2 April 2026 / Revised: 11 May 2026 / Accepted: 12 May 2026 / Published: 14 May 2026
(This article belongs to the Special Issue Human-Centered Design in Wearable Technology)

Abstract

While digital heritage preservation often prioritizes visual fidelity, it frequently overlooks cultural narratives and emotional resonance. This study proposes a systematic human-centered design (HCD) framework integrating the Analytic Hierarchy Process (AHP) and Quality Function Deployment (QFD) to optimize Virtual Reality (VR) museums for ancient bronze vessels. By mapping 35 user requirements onto 25 technical parameters through the House of Quality (HOQ), the research identifies “Cultural Memory Inheritance,” “Artistic Expression,” and “Emotional Resonance” as the pivotal requirements. These findings suggest that technical specifications should serve as a foundation for narrative depth rather than as ultimate objectives. A synergistic strategy—comprising technical implementation, semantic translation, and effectiveness enhancement—is delineated to guide design priorities. Validated through a prototype VR system, this framework offers a replicable, data-driven methodology for cultural digitization, advocating for a value-oriented paradigm in immersive museum design grounded in authenticity and emotional engagement.

1. Introduction

Driven by global digitalization, cultural heritage management is transitioning from a static, closed preservation model toward an open, interactive, and data-driven holistic governance paradigm. Since the publication of the UNESCO Charter on the Preservation of Digital Heritage, digital technology has emerged as a fundamental infrastructure for the perpetuation of cultural legacy and the promotion of cross-cultural exchange [1]. The digital transformation of cultural heritage has progressed from early-stage archival preservation to the sophisticated reconstruction of cultural semantics, historical contexts, and social values, now emphasizing participatory governance, open access, and sustainable development goals [2,3]. Diversified digital platforms—ranging from the World Digital Library to blockchain and metaverse initiatives—facilitate expanded public engagement, multicultural dialogue, and collaborative digital co-creation, orienting heritage conservation toward networked and participatory governance [4,5]. Numerous institutions are deploying extended reality (VR/AR/MR) to curate hybrid exhibitions, superimposing virtual narratives and interactive multimedia onto physical visits to create multisensory experiences. This constitutes a comprehensive digital ecosystem encompassing exhibition, education, conservation, and management [6,7]. Digital technology is recognized as a primary instrument for reinforcing social memory and sustainable education [8,9]. Concurrently, ‘virtual heritage’ has shifted from a peripheral adjunct to a focal point of national soft power, cultural security, and educational innovation.
Representing the material embodiment of China’s ritual and musical civilization, bronze wine vessels epitomize the sociopolitical hierarchies and ceremonial protocols of ancient China, providing an essential empirical basis for investigating historical politics, religion, and social structures [10,11]. As pivotal artifacts within the ritual systems of the Shang and Zhou dynasties, these vessels manifest diverse functions—encompassing power dynamics, lineage-based order, and ritual aesthetics—through their morphology, iconography, and metallurgical techniques; they function as ‘semantic nodes’ for deciphering the political and spiritual landscapes of early Chinese civilization [12]. The transformation of these ritual symbols into contemporary design languages and cultural products reinforces cultural identity and state narratives, implying strategic significance for national soft power and cultural confidence [13]. In recent years, significant emphasis has been placed on the creative transformation and innovative development of traditional Chinese culture. The 14th Five-Year Plan for Cultural Development explicitly mandates the accelerated establishment of digital preservation and exhibition systems for cultural heritage [14,15]. Leveraging extended reality technologies (VR/AR) for the intelligent digital reconstruction of culturally complex heritage—such as bronze wine vessels—extends beyond technical advancement; it represents a critical endeavor to decode cultural semiotics, reshape historical narratives, and construct a coherent national cultural image.
Within the XR technology spectrum, the primary distinction among VR, AR, and MR is the degree to which digital content is integrated with users’ perception of the physical world [16]. VR delivers a fully immersive virtual environment via head-mounted displays (HMDs), where computer-generated 3D content replaces users’ perception of the physical world and can be manipulated through interactive devices [17,18]. In contrast, AR and MR retain the real environment as the dominant referential frame [19], whereas VR enables users to enter a constructed spatial and narrative setting. Virtual reality (VR) technology, characterized by its core attributes of immersion, interactivity, and imagination, offers novel paradigms for disseminating Bronze Age culture [20,21]. As VR technology matures, digital museums are increasingly capable of transcending spatial and temporal limitations to reconstruct historical environments, shifting the audience’s role from passive observation to active engagement within historical scenarios [22]. Consequently, the formulation of a rigorous, systematic VR exhibition design framework to accurately convey the cultural significance of bronze artifacts is essential for advancing digital museums and serves as a primary mechanism for the digital preservation and global dissemination of Chinese civilization.
Current digital heritage presentation predominantly centers on high-precision 3D reconstruction and game engine-based immersive, interactive experiences [23,24,25,26]. However, an imbalance in which technological advancement outpaces narrative depth often results in virtual exhibitions that, despite exceptional visual fidelity, fail to convey cultural information effectively [27,28,29]. Scholarly inquiries have examined the application of diverse design methodologies—including User Experience (UX) models [30], narrative-spatial frameworks [31], indicator systems [32], and structured design processes—to digital museum design. Although these approaches are applicable in specific contexts, a unified, universal industry standard remains absent. A communication gap persists during development between the intuitive, often ill-defined needs of the audience and developers’ technical priorities, ultimately yielding products that fail to resonate with users’ core cultural identity.
This study integrates AHP and QFD to translate user demands into technical specifications. The core contributions are threefold: first, a multi-level “Technical–Semantic–Effectiveness” indicator system is established to quantify the cognitive requirements of the audience for bronze wine vessels. The QFD-HOQ matrix maps weighted requirements to technical indicators—narrative logic, interactive scripts, and 3D modeling—with design parameter priorities and interrelationships clarified to establish a standardized VR pathway for cultural heritage. The framework operationalizes policy-oriented cultural transmission goals into measurable design priorities. Third, validation is conducted through a Bronze Wine Vessel VR Museum case study, which demonstrates the framework’s effectiveness in cultural value communication and user experience optimization. Replicable design guidelines are provided for heritage digitization, advancing toward data-driven design paradigms.

2. Literature Review

2.1. VR in Cultural Heritage: From Visualization to Narrative Interpretation

Currently, Virtual Reality (VR) within the cultural heritage sector is transitioning from a focus on purely geometric reconstruction toward meaning-constructive experiences that facilitate understanding, interpretation, and empathy. Technical research has predominantly focused on high-precision 3D capture, modeling, and virtual reconstruction—including laser scanning, photogrammetry, and digital twins—primarily to preserve morphology and develop virtual tours [33]. The extant literature indicates that the fusion of multiple sources systematically enhances 3D geometric accuracy, textural fidelity, and semantic information integration in the cultural heritage domain. Concurrently, technologies such as VR, Mixed Reality (MR), and Web3D enable remote visual accessibility comparable to, and occasionally more information-dense than, physical interaction [34,35]. Advanced techniques, including 3D scanning, high-resolution texturing, and Physically Based Rendering (PBR), ensure the precise reproduction of artifact details—such as Taotie motifs and oxidation textures on bronze vessels—within digital environments [20,36]. Nevertheless, evidence indicates persistent technical bottlenecks at the microscopic scale, within complex geometries, and across long-term standardization processes, specifically in multi-source data integration [37]. In addition, these technical enhancements serve as necessary prerequisites for cultural communication rather than as ends in themselves. Specifically, accurate visual representation enables users to perceive cultural symbols and ritual contexts, which in turn facilitates semantic understanding and emotional engagement [38]. Thus, perceptual fidelity functions as a foundational infrastructure for narrative and cultural transmission, not as the ultimate design objective.
The core value of VR in cultural heritage representation transcends mere high-resolution three-dimensional visualization. Rather, it resides in VR’s capacity to shift audiences from passive visual observation to active, embodied experience through immersion, presence, and embodied interaction [6,39]. Moreover, emerging research demonstrates VR’s capacity for synchronous multi-sensory integration, enabling the simultaneous incorporation of visual, auditory, and haptic feedback to construct a more authentic perceptual experience [40,41]. Consequently, compared with physical museums and non-immersive digital media, VR cultural exhibitions demand a more rigorous integration of technological stability, interaction design, and sensory coherence. Such stringent coordination is essential to prevent immersion and presence from being undermined by latency, simulator sickness, or interaction mismatch [42].
Furthermore, digital cultural heritage research increasingly emphasizes cognitive and emotional processes in immersive environments, leveraging embodied cognition frameworks to guide design and evaluation. Embodied VR design heightens presence and emotional empathy, enabling active engagement with historical narratives [43]. This engagement promotes social cohesion and cultural understanding [44]. Embodied cognition supports a ‘perception-action-context’ model in digital heritage dissemination, enhancing engagement and cultural understanding [45]. Recent work examines how immersive narratives facilitate cultural understanding through sensory, interactive, and emotional dimensions [46]. Recent scholarship identifies the shift from disembodied to embodied communication paradigms—grounded in corporeal participation and affect—as a key epistemological development in digital heritage studies [45,47,48].
Moreover, the integration of fragmented data on cultural artifacts into coherent narratives has emerged as a pivotal research imperative within the digitalization of intangible cultural heritage. Empirical evidence suggests that virtual exhibitions incorporating plot structures and narrative logic outperform static, exhibit-centric digital galleries in terms of educational value and user retention [49]. Niu [50] contends that narrative, interaction, and plot-driven tasks propel a shift from passive browsing toward active exploration and application. By reconstructing historical contexts, narrative interpretation synthesizes the tangible attributes of artifacts with their inherent social functions and ritual significance, thereby fostering the seamless transmission of cultural knowledge [51,52].
Existing research on VR for cultural heritage has largely focused on perceptual quality and the immersion enabled by technological advances. While scholars widely acknowledge the importance of narrative depth, systematic approaches for translating abstract cultural narrative requirements into concrete, measurable VR technical parameters are still scarce. Moreover, for cultural artifacts such as bronze wine vessels—endowed with ritual significance, aesthetic complexity, and historical gravitas—the literature has not yet clarified which cultural attributes should be prioritized for operationalization as VR technical indicators. Accordingly, there is an urgent need to develop a systematic, quantifiable decision-making framework that bridges the gap between the complexity of cultural narratives and the feasibility of technical implementation.

2.2. Human-Centered Design and User Experience in Digital Museums

As virtual reality and metaverse applications proliferate across domains such as education, tourism, and healthcare, user-centered design (UCD) has emerged as the pivotal methodology for optimizing user experience (UX) [53]. A virtual museum provides users with a virtual space and an interactive platform [7]. It increases user accessibility, fosters engagement, and improves the quality of experience by organizing information effectively, defining user tasks clearly, and offering comprehensible interaction modalities [54,55]. Consequently, the digital museum design paradigm has shifted from a collection-centric to an audience-centric orientation, moving from technology-driven models toward experience- and service-oriented frameworks. Users have evolved from passive visitors into co-creators and collaborators, thereby enabling the collaborative construction of meaning. Interaction and immersion empower audiences to contribute creatively to the co-configuration of spatial environments and content, fostering a robust culture of participation. Empirical findings suggest that the involvement of diverse stakeholders—including curators, technical staff, and audiences—in multi-stage co-creation processes demonstrates how participatory design significantly amplifies experiential resonance [56,57]. Additional studies have employed user-centered evaluation and narrative models to enhance the quality of experience for diverse user cohorts by optimizing information load and deepening contextual engagement [58].
Notably, virtual museums have increasingly been applied in diverse contexts, including technical education, marketing, and public communication. In educational settings, they are commonly used to support the learning of abstract concepts, complex processes, or phenomena that are difficult to observe directly. Prior studies have reported positive effects on learning outcomes [59,60]. In particular, virtual museums mainly rely on immersive 3D environments to help learners understand complex structures and spatial relationships, while interactive visualization reduces cognitive barriers. For example, VR physics laboratories support understanding of foundational concepts in electronics and magnetism—topics that are often hard to perceive in traditional instruction—by visualizing electron and electromagnetic fields [61]. Moreover, in marketing and communication, virtual museums can effectively capture attention, elicit emotion, and foster active participation through interactive digital narratives and navigable storylines. As a result, it increases engagement and users’ intentions to continue using the system, providing a more efficient, retention-oriented channel for exhibition promotion and brand storytelling [62,63]. Consistent evidence from case studies—such as European museums’ social media and virtual programming practices—shows that video-based, storytelling-guided tours and explanations outperform straightforward information delivery on interaction and engagement metrics [64]. Therefore, the effectiveness of virtual museums largely depends on the tight alignment among user needs, interaction mechanisms, information architecture, and experiential outcomes. If technological implementation is misaligned with users’ cognitive goals, even advanced visual presentations are unlikely to yield the expected learning gains or communication impact.
Furthermore, digital museums function as informal learning environments where technology supports experiential engagement. However, excessive technical complexity can lead to cognitive overload and undermine pedagogical effectiveness [65]. Recent research employs adaptive prompts—such as personalized tours and cross-platform storytelling—within human-centered frameworks. For instance, Daniela [66] observed that integrating tailored storylines into mobile narrative tours, combined with curated pacing, route planning, and social interaction, enhanced experiential cohesion and educational efficacy. Gamified virtual museums further leverage diverse mechanics and multi-modal media to create personalized learning experiences aligned with individual preferences [67].
Additionally, in evaluating user experience (UX) and value, empirical research underscores that virtual reality design requires a holistic understanding of user requirements, tasks, and constraints, along with the deployment of systematic instruments to quantify immersion, usability, and affective responses. Various studies have established user experience frameworks tailored to immersive virtual environments, integrating multidimensional constructs such as presence, engagement, flow, usability, emotion, consequence evaluation, and technology adoption [68,69]. User experience within digital museums encompasses cultural outreach, content curation, and evaluation mechanisms; consequently, continuous iterative assessment and granular user segmentation are pivotal for bridging the gap between technological potential and meaningful cultural engagement.
While existing research acknowledges the importance of UCD in virtual museums, it often falls short of providing systematic integration. For example, approaches that introduce challenges or gamification to enhance user engagement may conflict with requirements for information load control, comprehension goals, or the preservation of cultural authenticity. However, prior work has not yet proposed reusable decision-making methods or offered verifiable evidence to reconcile these trade-offs. Moreover, most studies rely primarily on multidimensional UX metrics during evaluation, making it difficult to translate UX outcomes into prioritized cultural objectives and actionable design specifications. Consequently, the literature lacks a user-weighted “requirements–experience–technology” mapping framework for cultural heritage objects, thereby limiting the reproducibility of design decisions under resource-constrained conditions.

2.3. AHP–QFD Framework: A System Engineering Approach to Design Optimization

In the design and optimization of complex systems, the formidable challenge lies in transforming abstract user perceptions—often categorized as soft requirements—into tangible engineering specifications, or hard requirements. The integrated Analytical Hierarchy Process (AHP) and Quality Function Deployment (QFD) framework systematically reconciles customer requirements with engineering characteristics, making it a widely adopted methodology for systems engineering and design optimization in contemporary conceptual product development. The model’s efficacy stems from cross-dimensional translation: AHP prioritizes subjective requirements, while QFD maps these weights to technical pathways through the ‘House of Quality’ (HOQ) [70,71,72]. This systematic approach mitigates information loss and subjective bias throughout the design decision-making process, thereby ensuring stringent alignment between technical solutions and user-defined value.
Extensive literature suggests that the simultaneous optimization of immersion, educational efficacy, and interactivity presents a perpetual challenge in the design of digital learning and cultural experiences; consequently, multi-criteria decision-making or multi-dimensional evaluation frameworks are frequently leveraged to achieve a strategic balance among these competing variables [62,73]. Ho [74] posits that the efficacy of the Analytic Hierarchy Process (AHP) lies in its capacity to deconstruct unstructured problems, elucidating the intrinsic logic of complex systems through a hierarchical architecture (comprising objective, criterion, and indicator levels). The AHP methodology requires evaluating trade-offs across diverse dimensions, thereby facilitating the identification of the critical determinants underpinning user experience. Within the context of VR digital museum research, AHP has been deployed to assign weights to multi-level indicators—including technological perception, information delivery, interaction, and cultural adaptation—to distill the primary factors influencing user experience [32].
Furthermore, research by Bhattacharya et al. [75] demonstrates that Quality Function Deployment (QFD) facilitates the translation of the often ambiguous ‘Voice of the Customer’ (VOC) into quantifiable design parameters. The QFD methodology enables prioritizing engineering parameter optimization that contributes most significantly to core requirements, particularly under resource constraints. Additionally, existing literature offers feasible frameworks for establishing hierarchical metrics and quantifying weights derived from audience cultural experiences, thereby defining reverse constraints for VR functionalities and visual parameters [42,76,77]. However, a systematic framework remains absent for translating the complex cultural functions, inscribed information, and material aesthetics inherent in specific cultural artifacts—such as bronze wine vessels—into actionable VR technical metrics. This deficiency is further compounded by the absence of a unified mechanism to integrate cultural semantics, user perception, and engineering metrics in current research. The present study addresses this research gap by developing a systematic AHP–QFD model to provide methodological support for the design optimization of VR museums focused on bronze wine vessels.

2.4. Dimensions and Metrics for Heritage Digitization

The digital translation of cultural heritage constitutes a complex process of semantic communication and reconstruction, encompassing diverse media and involving multiple stakeholders. The evaluation framework has shifted from a singular focus on technical performance to an examination of the mechanisms through which user meaning is generated during the encoding–decoding process [78,79,80]. This process necessitates a bidirectional interaction between the “User’s Model” and the “Designer’s Model” to ensure that the digital experience aligns precisely with the cultural context [81,82]. A lack of alignment between these two models limits the capacity of even advanced technical performance to generate the intended cultural value. Within the domain of virtual heritage, the designer acts as the encoder, translating requirements into technological media. At the same time, the user functions as the decoder, reconstructing perceptions of cultural heritage through the interactive experience. This process exemplifies the core principle of Human-Centered Design (HCD): narrowing the divergence between these two mental models through the iterative optimization of design elements.
The effective encoding of user requirements encompasses three distinct dimensions—technical, semantic, and effectiveness—to facilitate a comprehensive communication loop [83,84,85,86]. Furthermore, this model is frequently used to evaluate the audience’s progression from exhibit perception to cultural cognition and the subsequent development of emotional identification [87,88]. The mechanism of user information processing is conceptualized as a tripartite structure comprising stimulus input, meaning recognition, and emotional feedback.
The technical level constitutes the foundational layer of the evaluation framework, serving as the primary medium for the digital experience. This dimension emphasizes the stability, predictability, and scalability of interaction mechanisms within the medium. Scholarly evidence suggests that interactivity is a critical metric for Virtual Reality (VR) experiences, where coherent interaction logic facilitates user comprehension of objectives in virtual museum tasks [89]. Furthermore, multisensory inputs—encompassing visual rendering, haptic feedback, and spatial audio—directly influence immersion levels [90,91]. For cultural heritage objects such as bronze artifacts, characterized by intricate patterns and textures, high-fidelity multisensory simulation provides the primary threshold for engagement within the digital environment. Regarding system functionality, metrics such as backend data management, cross-platform compatibility, and real-time rendering require evaluation to ensure the sustainable operation and maintenance of heritage data [92].
The semantic level, functioning as an intermediary layer, emphasizes the dual decoding of both content and form. Champion [93] posits that the value of virtual heritage resides not merely in formal reproduction but, fundamentally, in the communication of meaning. Artistic expression metrics evaluate the extent to which visual narratives adhere to historical authenticity and aesthetic traditions. Artistic expressiveness further determines a digital work’s capacity to immediately secure user attention. Furthermore, cultural information transmission assessments evaluate whether knowledge structures, narrative pathways, and contextual aids facilitate a comprehensive understanding of the artifacts’ socio-historical context [94]. This level serves as the nexus connecting user perception with technical execution, ultimately determining the cultural depth of the experience.
The effectiveness level is the core of the evaluation framework, with indicators centered on user experience outcomes. Assmann [95] proposes the theory of cultural memory, positing that memory necessitates specific materialized media for sustained endurance. The transmission of cultural memory evaluates the formation of long-term, retrievable cognitive traces within virtual environments and the extent to which these reinforce identification with specific historical periods [96]. Concurrently, emotional resonance measures the capacity of the experience to evoke complex emotional responses, such as identification, reverence, or wonder. Tussyadiah [97] demonstrates that emotional resonance generated through virtual reality significantly enhances user awareness regarding heritage conservation. Through trans-temporal dialogue with heritage in virtual spaces, the significance of digitization shifts from mere information acquisition to a profound emotional connection.
The proposed three-tiered evaluation framework, encompassing technical, semantic, and effectiveness levels, operationalizes design elements through user requirements analysis to establish a closed-loop systems engineering pathway (Figure 1). This framework specifically addresses several critical limitations in the existing literature, including ambiguity in prioritizing multidimensional indicators, insufficient quantification of core concepts, and the absence of an operationalized integration mechanism. Distinctively, it considers not only the technical implementation aspects but also the effective transmission of cultural meaning and the preservation of intrinsic value. By utilizing the Analytic Hierarchy Process (AHP) to assign weights to the seven dimensions (A1–A7) and integrating Quality Function Deployment (QFD) for technical indicator conversion, this methodology bridges the cognitive gap between design models and user requirements, establishing a scientific benchmark for optimizing cultural heritage digitization.

3. Methodology

3.1. Research Procedures

A systematic Human-Centered Design (HCD) approach is adopted for design optimization to translate the multifaceted cultural significance of bronze wine vessels (China) into precise technical specifications for VR museum development. Utilizing a VR museum dedicated to bronze wine vessels as a case study, the research is executed through the AHP-QFD methodology. As illustrated in Figure 2, the research process comprises four distinct stages: problem discovered, quantitative analysis, transformation and quantification, and comprehensive synthesis.
The primary objective of the initial phase was to identify authentic user requirements for the Bronze Wine Vessel VR Museum from multidimensional perspectives. Raw data were collected through a literature review, field investigations, questionnaire surveys, and semi-structured interviews. Diverse user feedback was synthesized and categorized into three dimensions: technical, semantic, and effectiveness. These dimensions constituted the evaluation indicator system used for the subsequent Analytic Hierarchy Process (AHP) analysis. During the second phase, a survey assessing the relative importance of indicators was conducted in accordance with AHP principles. Valid data were processed to construct a pairwise comparison matrix, facilitating the calculation of weightings for user requirement indicators and the transformation of qualitative demands into quantitative metrics. In the third stage, user requirement indicators were mapped onto corresponding technical feature indicators. The Quality Function Deployment (QFD) method was employed to construct a House of Quality (HOQ) for data analysis, establishing objective criteria for determining specific design elements. The final stage involved transitioning from theoretical calculations to practical system development. Focusing on the motifs, materials, and historical context of the bronze vessels, the modeling of VR exhibition scenarios, the development of interaction logic, and visual rendering were performed. This case study validates the effectiveness of the AHP-QFD framework and proposes a standardized design pathway for the digital preservation of cultural heritage.

3.2. AHP Calculation of User Requirements Weights

3.2.1. Construction of the Initial Evaluation Framework

Following the screening and consolidation of user requirements, the Analytic Hierarchy Process (AHP) was utilized to conduct a hierarchical analysis of requirements for a bronze wine vessel VR museum, identifying the primary indicators as Technical, Semantic, and Effectiveness. Secondary indicators were categorized into seven core dimensions: Interaction Logic (A1), Multisensory Experience (A2), System Functionality (A3), Artistic Expression (A4), Cultural Information Dissemination (A5), Cultural Memory Preservation (A6), and Emotional Resonance (A7). Consequently, tertiary indicators were further subdivided into 35 specific user requirement indicators, as illustrated in Figure 3, with comprehensive definitions for each provided in Table A1.

3.2.2. Construction of Pairwise Comparison Matrices and Weight Analysis

Upon establishing the requirement hierarchy model, experts from relevant fields (Table 1) performed pairwise comparisons to assess the relative importance of the criteria and indicators. Scores were assigned in accordance with the AHP evaluation method outlined in Table 2. The panel consisted of 10 experts with expertise in digital media design, cultural heritage conservation, human–computer interaction (HCI), VR technology development, and user experience design. A nine-point fundamental scale was employed, with importance intensities ranging from 1 to 9 and their reciprocals representing inverse comparisons. The final judgment matrix was derived by calculating the geometric mean of the individual expert scores.
Equations (1) and (2) were used to calculate the weightings for user requirement indicators in the VR Museum for Bronze Wine Vessels. Once the weighting values had been calculated, Equations (3)–(5) were used to verify the consistency of the resulting weighting data. The consistency test results for the user requirement indicator weightings showed a Coefficient of Ratio (CR) of less than 0.1 in all cases, indicating that the consistency check was passed, as shown in Table 3. The user requirement evaluation system developed in this phase, together with the calculated weight values for each requirement indicator, was utilized to construct the House of Quality (HOQ) within the QFD framework.
  • Integrated Group Decision Judgment Matrix (Equation (1))
As this study involves evaluations by 10 experts, the geometric mean method was adopted to integrate the initial judgments and construct a comprehensive group decision judgment matrix, thereby eliminating individual subjective bias.
A i j = k = 1 10 a i j ( k ) 10 ( i , j = 1,2 , , n )
Note: Where a i j ( k ) denotes the importance rating of criterion i relative to criterion j assigned by the k-th expert, and A i j represents the aggregated comprehensive value.
2.
Calculation of Weight Vectors (Equation (2))
Once the aggregated judgment matrix was obtained, the arithmetic mean (also known as the sum method) was used for normalization. Subsequently, the relative weight W i for each requirement criterion was derived.
W i = j = 1 n A i j i = 1 n A i j n
Note: Where W i denotes the weight of the i-th indicator. The relative importance of each indicator within the evaluation system is determined by normalizing the judgment matrix.
3.
Calculation of the Maximum Eigenvalue (Equation (3))
To facilitate the subsequent consistency test, the maximum eigenvalue ( λ m a x ) of the judgment matrix was first determined.
λ m a x = i = 1 n j = 1 n a i j W j W i n
Note: This value reflects the mathematical properties of the decision matrix and is a key parameter for assessing the consistency of experts’ scoring logic.
4.
Calculation of the Consistency Index (CI) (Equation (4))
The Consistency Index (CI) was calculated from the maximum eigenvalue obtained from Equation (3) to quantify the degree of deviation from perfect consistency in the judgment matrix.
C I = λ m a x n n 1
Note: Where n denotes the order of the matrix (number of indicators). A CI value closer to zero indicates greater consistency in the judgment matrix.
5.
Calculation and Verification of the Consistency Ratio (CR) (Equation (5))
C R = C I R I
Note: Where RI represents the Random Index (also known as the Random Consistency Index).

3.3. Translating to Technical Specifications (QFD)

The Quality Function Deployment (QFD) method was applied during this research phase. Based on the synthesis of expert group discussions, user requirements for the Bronze Wine Vessel VR Museum were translated into 25 specific technical indicators. A correlation matrix was subsequently constructed to map the relationships between user requirements and technical indicators, with the expert panel evaluating the relevance of the requirements to the technical indicators (Figure 4). The following symbols represented specific ratings: ■ for very strong correlation (9), ▲ for strong (7), • for moderate (5), ◇ for medium (3), and ▽ for weak (1), while blank cells indicated the absence of correlation. The House of Quality (HOQ) was developed using these rating data. User requirements, their composite weights, technical specifications, and correlation scores were integrated into the HOQ for computational analysis, yielding the absolute and relative weights for each technical indicator.
The construction of the House of Quality (HOQ) followed a systematic procedure comprising several stages. First, user requirements and their respective importance weights, determined via the AHP, were incorporated into the left matrix of the HOQ. Second, these requirements were translated into technical indicators and positioned within the upper section (the ceiling). Third, correlation scores quantifying the strength of the relationship between user requirements and technical indicators were assigned to the central relationship matrix. Finally, computational analyses were performed at the base of the HOQ using Equations (6) and (7). This section comprises the absolute and relative importance weights of the technical indicators.
W j = i = 1 q W i P i j ( i , j = 1,2 , , n )
Note: Where W j represents the absolute importance weight of the j-th technical indicator, W i denotes the integrated weight of the i-th user requirement indicator; P i j signifies the correlation coefficient between the i-th user requirement and the j-th technical indicator; q is the total number of user requirements.
W k = W j j = 1 q W j
Note: W k refers to the relative importance weight of the technical indicators.

4. Empirical Case Study: VR Museums for Bronze Wine Vessels

4.1. AHP Results and Discussion

The AHP was employed to determine quantitative weights for the user requirement indicators of the VR museum for bronze wine vessels (Table 4). As presented in Table 3, the consistency ratio (CR) for all indicators was significantly below the critical threshold of 0.1. With a CR value of 0.0046 for the overall ranking at the Primary indicator level, the expert judgment matrices exhibited robust logical consistency, ensuring the validity and reliability of the calculated weights. Figure 5 illustrates the distribution of composite weights for the secondary and tertiary-level indicators.
According to the weight distribution at the secondary indicator level (Figure 5a), ‘Cultural Memory Inheritance’ (A6, w = 0.1809), ‘Artistic Expression’ (A4, w = 0.1687), and ‘Emotional Resonance’ (A7, w = 0.1671) ranked as top priorities. Since A6 and A7 represent effectiveness-level indicators while A4 addresses semantics, users prioritize cultural authenticity, aesthetic presentation, and narrative emotion over technical performance. Conversely, ‘System Functions’ (A3, w = 0.0675) and ‘Multi-sensory Experience’ (A2, w = 0.1041) received lower weights, indicating that technology serves as a facilitating medium rather than a primary focus. Thus, cultural content output supersedes technical performance in user preferences.
This ranking illustrates the underlying logic of user demand regarding VR exhibitions of bronze wine vessels as a distinct cultural medium. As material embodiments of Chinese ritual and musical civilization, these vessels possess profound cultural significance—encompassing sacrificial rites and clan traditions—that serve as a primary motivator for VR museum visitors. The aesthetic value of intricate taotie patterns and sophisticated casting techniques further stimulates user interest and appreciation. Guided by the principles of Human-Centered Design (HCD), user expectations have evolved beyond passive observation; as a result, the capacity of VR technology to evoke emotional resonance across spatiotemporal dimensions has become a critical metric for the success of immersive experiences.
The ranking of the 35 tertiary indicators’ comprehensive weights (Figure 5b) highlights key design trade-offs. “Play Smoothly and Without Dizziness” (B1-5, w = 0.0559) ranked highest, indicating that preventing VR motion sickness and maintaining smooth operation are prerequisites for sustaining engagement with cultural content. In dimension A7, “Story and Emotional Linkage” (B7-4, w = 0.0501) and “Memory Retention” (B7-5, w = 0.0483) showed the greatest influence, suggesting that transforming Bronze Age rituals into immersive narrative chains is central to fostering cultural identity. Furthermore, “Historical and Cultural Accuracy” (B6-1, w = 0.0488) and “Aesthetic Style Unification” (B4-1, w = 0.0488) tied for the next-highest weights, indicating strong requirements for archeological fidelity and stylistic coherence.
Although the weightings of A1, A2, and A3 were lower than those of the semantic and effectiveness levels, several indicators within the technical dimension maintained high rankings, such as ‘Expression of Immersion’ (B2-5, Rank 10) and ‘Interaction Intuitiveness’ (B1-1, Rank 9). This indicates a shift in technological expectations from ostentatious displays toward seamless transparency; specifically, technology is expected to provide an unobtrusive, immersive environment that facilitates a focused engagement with cultural narratives and aesthetic experiences.
Quantitative AHP analysis establishes a priority framework for QFD translation. Primary requirements include ‘Play Smoothly and Without Dizziness’ (B1-5, Rank 1), ‘Story and Emotional Linkage’ (B7-4, Rank 2), ‘Historical and Cultural Accuracy’ (B6-1, Rank 3), ‘Aesthetic Style Unification’ (B4-1, Rank 4), and ‘Memory Retention’ (B7-5, Rank 5), indicating that design resources should prioritize motion algorithm optimization and authentic narrative construction. Conversely, secondary requirements such as ‘Wearable Haptic Design’ (B2-3, Rank 33), ‘Cross-Platform Compatibility’ (B3-2, Rank 34), and ‘Sustainable Updates’ (B3-3, Rank 35) rank lower despite technological merit. The design strategy thus follows: technological stability as a foundation, cultural narrative as a driver, and artistic expression as an objective.

4.2. QFD Results and Discussion

4.2.1. Technical Implications of High-Weight Requirements

Top-ranking indicators in the AHP analysis exhibited significant correlations within the House of Quality (Figure 6) with technical elements including ‘Cultural Feature Transformation (T17)’, ‘Visual Atmosphere Rendering (T13)’, and ‘Story Logic Engine (T4)’. Consequently, prioritizing the optimization of these core technologies maximizes the fulfillment of user expectations regarding cultural authenticity and immersive storytelling. Furthermore, although ‘System Performance Optimization (T3)’ and ‘Free Viewing Angle Control (T20)’ ranked in the mid-to-lower tiers in absolute weight, their stable correlation with B1-5 and B1-1 highlights their role as the essential infrastructure of the cultural experience.

4.2.2. Quantitative Basis for the Allocation of Technical Resources

Based on QFD results, ‘Cultural Feature Transformation (T17)’ emerged as the primary system design driver, ranking first with a weight of 8.37%. This underscores that the core user demand for the Bronze Wine Vessels VR Museum extends beyond technical exhibition, prioritizing the accurate translation of abstract cultural concepts—such as ritual, musical civilization, sacrificial culture, and ornamental symbolism—into an interactive digital language. This finding resonates with the significant weights of A5 and A6, illustrating that the ultimate objective of technical services is the effective transmission of cultural value.
Secondary and tertiary analyses of technical parameters revealed Visual Atmosphere Rendering (T13, 6.82%) and Story Logic Engine (T4, 6.67%) as critical factors, suggesting pronounced user preferences for environmental immersion and narrative structural coherence. T13, by incorporating ‘Global Illumination and Ray Tracing’ (T9, 6.27%), significantly enhances the realism and historical authenticity of virtual scenes. Concurrently, T4 leverages backend logic to construct coherent cultural narratives from fragmented artifact information, addressing the common limitation of historical context obscurity in traditional virtual museums. Following closely, ‘High-precision 3D Modeling’ (T1, 6.57%) and ‘PBR Material Map Accuracy’ (T6, 6.45%) ranked fourth and fifth. For bronze wine vessels, their intricate patterns, inlaid craftsmanship, and mottled patina are primary aesthetic elements. QFD results confirm that PBR and high-precision modeling are crucial for fulfilling ‘Artistic Expression (A4)’ and are prerequisites for fostering emotional resonance. Regarding interaction technology, ‘Intelligent Interaction System’ (T2, 5.16%) and ‘Multimodal Interaction Mode’ (T19, 4.98%) exhibited balanced importance. Users showed a greater preference for deep engagement features like ‘User Behavior Guidance’ (T10) and ‘Spatial Audio Systems’ (T11) than for a singular focus on ‘Free Viewing Angle Control’ (T20; 3.05%).

4.3. Strategic Prioritization: A Tri-Dimensional Design Optimization Framework

4.3.1. Technical Indicator Priority Ranking and Strategic Mapping

Based on the AHP-QFD integrated model, a House of Quality (HOQ) was constructed to correlate user requirements with technical indicators. The top 15 key technical indicators influencing the design effectiveness of the bronze wine vessel VR museum were calculated and identified. Specific weights and rankings are presented in Table 5. In accordance with the relevant technical indicators, the strategy layer was categorized into the Technical Implementation Strategy (TIS), Semantic Translation Strategy (STS), and Effectiveness Enhancement Strategy (EES). Regarding weight distribution, the STS accounted for the highest proportion (32.22%), followed by the EES (27.53%) and the TIS (20.41%), collectively representing 80.16% of the total weight. These ranking results illustrate the priority structure for technical resource allocation in museum design, providing a quantitative basis for the subsequent development of collaborative strategies. To ensure precise alignment with the priority rankings of these technical indicators, the three levels of system design were further optimized to achieve the museum’s design objectives systematically.

4.3.2. Technical Implementation Strategy: Interactive and Sensory Dimension

Technical implementation strategies for establishing an interactive foundation are summarized through the optimization of two integration dimensions: first, the achievement of interactive fluidity, reduction of cognitive load, and assurance of intuitive operation via the ‘Intelligent Interaction System’ (T2, 5.16%) and ‘Multimodal Interaction Mode’ (T19, 4.98%); and second, the attainment of sensory immersion and creation of multidimensional environmental tension through ‘Spatial Audio Systems’ (T11, 4.23%), ‘Free Viewing Angle Control’ (T20, 3.05%), and ‘System Performance Optimization’ (T3, 2.99%). Technical implementations at the interaction and sensory levels are designed to bridge the gap between user expectations and system capabilities, ensuring that technical functions effectively enhance the overall sense of presence. The five indicators associated with this strategy are ranked 9th to 15th in terms of weight. However, these rankings are not the highest; the foundational supporting characteristics of these indicators determine a critical position within the design chain, as technical failure would lead to user disengagement.
‘Intelligent Interaction System (T2)’ facilitates natural interaction between users and virtual environments by integrating gesture recognition and voice control. Developed in Unreal Engine 5 (UE5), the VR museum’s core interaction logic was implemented using Blueprint visual scripting, encompassing user navigation, object manipulation (e.g., rotating bronze vessels), information triggers (pop-up text/audio), and guided narratives. Blueprint’s efficient development capacity enabled rapid prototyping aligned with the AHP-QFD framework’s priorities (Figure 7a). ‘Multimodal Interaction Mode (T19)’ enriches the user experience by expanding the range of sensory input channels. Visual, auditory, and haptic feedback mechanisms are incorporated: tactile sensations are simulated via controller vibrations upon object contact. At the same time, spatial audio concurrently generates corresponding sound effects to create a multidimensional immersive experience.
‘Spatial Audio Systems (T11)’ establishes auditory spatial awareness within virtual environments. Sound attenuation and directional changes are calculated in real time based on the relative distance and angle to the sound source, facilitating object localization through auditory cues and enhancing environmental realism. ‘Free Viewing Angle Control (T20)’ provides comprehensive control over the viewing perspective. Unrestricted 360-degree rotation and multi-scale zooming facilitate the observation of spatial relationships from varying distances and the examination of intricate details, thereby addressing diverse viewing requirements (Figure 7b). ‘System Performance Optimization (T3)’ serves as the technical foundation for operational stability. Through resource scheduling and rendering optimization, rapid loading of high-precision models and stable frame rates are maintained, effectively eliminating latency and motion sickness to ensure a seamless experience.
The VR system employs a modular Blueprint architecture, categorizing interaction logic into five functional layers: input, detection, control, information, and optimization. These layers form a comprehensive interaction mechanism tailored for the bronze wine-vessel VR experience. The implementation of these interaction Blueprints in UE5 is detailed below, with representative logic visualized in Figure 8.
First, the input layer configures VR controller inputs and gesture events. The input layer employs Unreal Engine 5’s Input Mapping Context to adapt bindings for widely used VR headsets. The left thumbstick controls scene locomotion, and the menu button triggers scene reset and exit. For the right controller, the trigger enables artifact selection and pickup, the grip button activates information display, and the touchpad adjusts the view scale. The system also captures 6DoF pose data through Motion Controller components, supporting natural gestures (e.g., holding, pointing, and rotating) and improving immersion.
Second, the detection layer employs a combined approach of ray casting and simplified collision detection. For high-fidelity bronze vessel models, simplified collision bodies are constructed, with Generate Overlap Events and Block Visibility enabled. When the right-hand controller’s ray intersects with an artifact’s collision body, the system triggers an OnTraceHit event, serving as the foundation for all subsequent interactions.
Third, the control layer governs artifact manipulation and interaction states. After an artifact is detected and the trigger is pressed, the system executes an OnPickup event, attaching the artifact to a specified socket on the controller. This allows real-time synchronization of position and orientation, providing a tangible picking experience. For immediate visual feedback, selected bronze vessels are highlighted by adjusting material parameters (e.g., emissive intensity and edge glow). In the picked-up state, the Add Actor World Rotation node supports smooth, free rotation, enabling 360° inspection of patterns, inscriptions, and geometric details. Scaling is controlled via touchpad input; the Set Actor Scale 3D node scales the model by 0.8–1.5 to avoid clipping or distortion. Releasing the trigger button triggers an OnRelease event, during which the artifact smoothly returns to its original pose and physical interactions are disabled.
Fourth, the information layer delivers cultural context and narrative experiences. When the player’s ray intersects an artifact collision body and the grip button is pressed while aiming at a bronze vessel, the system retrieves information from a predefined data table. The retrieved content includes textual and image fields (e.g., name, era, patterns, craftsmanship, and ceremonial function). An information pop-up is then instantiated using the Create Widget node, with fade-in/fade-out animations to reduce visual distraction. The pop-up can be dismissed by pressing the grip button again or by looking away. By converting video assets into textures using media textures and materials, the system enables dynamic presentation of key information or background narratives. For selected pivotal artifacts, narrative trigger nodes activate prerecorded voiceovers and historical scene summaries, strengthening the cultural narrative and user engagement.
Fifth, the optimization layer targets interaction smoothness, performance, and user comfort. The system sets the VR refresh rate to 90 Hz and enables VR Performance Mode to maintain stable frame rates. Locomotion uses Smooth Turn and Smooth Forward with a rotational angular velocity of 60°/s to mitigate cybersickness. Camera motion is smoothed using a Camera Lag damping coefficient of 0.85. Rendering optimization enables Lumen dynamic global illumination, disables redundant reflections, and uses Nanite virtualized geometry for high-fidelity bronze models. This reduces GPU load while preserving visual detail. Controller input and event-response latency are maintained at ≤0.05 s to provide immediate feedback. The system uses Blueprint Event Graph for interaction logic, improving development efficiency and maintainability.

4.3.3. Semantic Translation Strategy: Atmosphere Construction and Visual Encoding

Semantic translation strategies convert abstract cultural connotations into perceptible visual and spatial cues via two complementary pathways. The primary pathway involves atmospheric creation, encompassing ‘Visual Atmosphere Rendering’ (T13, 6.82%), ‘High-precision 3D Modelling’ (T1, 6.57%), and ‘PBR Material Map Accuracy’ (T6, 6.45%); the secondary pathway focuses on visual encoding, comprising ‘UI System Design’ (T7, 5.69%), ‘Knowledge System Structure’ (T16, 3.43%), and ‘User Behavior Guidance’ (T10, 3.26%). Through intuitive interface language and spatial navigation logic, cultural information is structured and disseminated, ensuring that all visual elements convey distinct cultural significance.
At this stage, cultural significance was symbolized and implemented through a ‘dual-track translation pathway’. Specifically, ‘Visual Atmosphere Rendering (T13)’ establishes the scene’s foundational tone. Inspired by Han Dynasty funerary architecture, a virtual exhibition hall modeled after a tomb structure was developed, as illustrated in Figure 9a. To replicate the exhibition space’s material characteristics, the structure of Han Dynasty ‘stone-coffin tombs’ was reconstructed using bluestone to achieve visual and tactile authenticity. Through the design language of color, lighting, and composition, the era’s spatial atmosphere is reconstructed, facilitating immediate immersion upon entry into the virtual environment. ‘High-precision 3D Modeling (T1)’ reproduces the authentic physical forms of the artifacts. Drawing on archeological data from late Eastern Han tombs (Maocun and Yinan), artifacts were replicated with millimeter-level precision using archaeological reports and museum records, creating an immersive virtual-physical exhibition environment with sustained academic rigor (Figure 9b). The 3D models of the bronze wine vessels and the VR museum environment were meticulously crafted using 3ds MAX 2025. This software enabled precise geometric modeling and detailed texturing, ensuring the authenticity and aesthetic quality of the digital assets. ‘PBR Material Map Accuracy (T6)’ reconstructs the textural characteristics of the artifacts. Physically Based Rendering (PBR) technology simulates the patina of bronze, the texture of lacquerware, and the translucency of jade, translating tactile qualities into visual representations (Figure 9e). These enhancements are designed to furnish users with sufficient visual information to accurately perceive cultural symbols and situate them within their ritual contexts.
‘UI System Design (T7)’ establishes a standardized visual language for the interface. A minimalist user interface was developed to facilitate navigation, information retrieval, and interactive operations (Figure 9c). Ornamental patterns and calligraphic elements are integrated as decorative features. At the same time, the layout adheres to principles of clarity and intuitiveness, ensuring the interface functions as an extension of the cultural display and integrates with the ambient atmosphere. ‘Knowledge System Structure (T16)’ organizes the hierarchy and interrelationships of cultural information. Artifact information is categorized into modules, including basic descriptions, craftsmanship analysis, historical background, and ritual functions. Independent selection of specific interest areas enables in-depth exploration while mitigating information overload. ‘User Behavior Guidance (T10)’ ensures the fluidity of the exploration process. Ambient lighting, dynamic signage, and virtual guides provide prompts for interactions and accessible areas without compromising immersion, thereby optimizing visitor flow (Figure 9d).
This study employs 3ds Max 2025 for 3D modeling of the virtual exhibition hall and bronze artifacts, material authoring, and FBX export. Initially, architectural components and bronze artifacts are modeled as polygonal meshes. Architectural elements are constructed from basic primitives using extrusion, inset, bevel, and bridging tools (Figure 10a). Bronze artifacts are reconstructed as high-resolution meshes from archeological data, from which optimized low-resolution meshes are then generated for real-time rendering in UE5 (Figure 10b). Subsequently, all models are UV-unwrapped with no overlap using the UVW Unwrap tool to ensure accurate texture mapping.
Material authoring utilizes PBR principles. Following basic material setup in 3ds Max, textures are refined via texture painting to produce detailed surfaces (e.g., bronze patina, stone, and wood). The final assets comprise complete PBR texture maps (base color, normal, roughness, and metallic). During optimization, hidden faces are removed, redundant vertices are merged, and edge structures are simplified to reduce polygon count while preserving motifs and architectural details. Finally, all models are exported in FBX format with centimeters as the unit scale and consistent normal orientations, ensuring consistent scale, lighting, and rendering upon import into UE5.

4.3.4. Effectiveness Enhancement Strategy: Narrative Empowerment and Emotional Connection

An Effectiveness Enhancement strategy was proposed to align historical interpretation with user immersion through narrative-driven design and emotional engagement. The integration of cultural symbols, dynamic narratives, lighting and shadow effects, and interactive cultural products transforms the virtual exhibition hall from a visual display into a narrative-driven experience, establishing a sustained emotional connection.
A narrative-driven, emotionally engaging interaction strategy was utilized at this stage to reinforce cultural identity. ‘Cultural Feature Transformation’ (T17, 8.37%) functions as the primary element for conveying historical significance via design. An introductory video delineates the evolution of Chinese characters, spanning oracle bone script, bronze script, seal script, clerical script, and regular script (Figure 11a). Four representative categories of wine vessels—zun, jue, gong, and jiao—were selected, with their silhouettes superimposed onto corresponding oracle bone and bronze inscriptions to establish a bidirectional mapping between characters and artifacts. The physical forms of the artifacts and the textual imagery mutually elucidate one another, allowing the perception of the underlying cultural logic through interaction. The ‘Story Logic Engine’ (T4, 6.67%) serves as the primary mechanism for advancing the user experience. By constructing a coherent narrative thread, oracle bone characters were transformed into vessel imagery, connecting disparate artifacts into a plot-driven exploration. Furthermore, the deconstruction and transformation of four Chinese characters related to wine culture facilitate enhanced comprehension (Figure 11b). This approach maintains narrative coherence and thematic integrity throughout the interactive process.
‘Global Illumination and Ray Tracing’ (T9, 6.27%) augments visual realism and surface texture fidelity. The integrated lighting system in Unreal Engine 5 (UE5) was used to render illumination in the virtual exhibition hall (Figure 11c). By simulating diffuse and specular reflections on bronze surfaces and calculating spatial projections, light and shadow effects impart a sense of dynamism to static scenes. ‘Emotional Link Design’ (T18, 6.22%) facilitates psychological resonance during the interactive experience. The integration of cultural creativity and historical metaphors at key interactive points (Figure 11d) fosters emotional engagement, consolidating a lasting understanding of wine vessel culture. Interactive postcards were developed as dual-track “physical and digital” cultural products within the VR environment. These designs integrate ancient wine vessels with relevant Chinese characters; for instance, the bronze jue is paired with the idiom “promotion and rank,” while the bronze zun is associated with “discussing literature over wine,” thereby translating the experiential process into symbolic representations.

5. Conclusions

Amid the digital transformation of cultural heritage, this study addressed the industry challenge of characterizing the disconnect between user-perceived needs and engineering implementation in VR applications. A human-centered design (HCD) optimization framework based on the Analytic Hierarchy Process (AHP) and Quality Function Deployment (QFD) is proposed. Through a case study of a VR museum dedicated to bronze wine vessels, abstract cultural values and emotional needs were translated into precise, quantifiable technical specifications, providing scientific methodological support for digital preservation and display. The primary contributions and conclusions are summarized as follows:
  • User demands regarding the virtual display of cultural heritage were deconstructed into three progressive levels—technical, semantic, and effectiveness—leading to the establishment of a hierarchical model comprising 35 specific indicators. This framework transcends the singular measurement of technical performance, reorienting the focus toward the generation of meaning across the ‘perception–cognition–affect’ continuum; thus, a standardized evaluation pathway is established for the development of audience-centered digital museums.
  • The Analytic Hierarchy Process (AHP) was employed to quantify user aspirations regarding the cultural significance of bronze wine vessels, identifying ‘Cultural Memory Inheritance (A6)’, ‘Artistic Expression (A4)’, and ‘Emotional Resonance (A7)’ as the core priorities within the user experience. Through the application of the Quality Function Deployment (QFD) House of Quality matrix, these high-priority requirements were precisely mapped onto key technical indicators, including ‘Cultural Feature Transformation (T17)’, ‘Story Logic Engine (T4)’, and ‘Visual Atmosphere Rendering (T13)’. The findings indicate that technical resource allocation should prioritize the accurate conveyance of cultural significance rather than the indiscriminate accumulation of technology. A value-driven design logic for the digitization of cultural heritage is thus established, emphasizing that technology must facilitate the multidimensional objectives of cultural authenticity, narrative depth, and emotional engagement.
  • Three strategic clusters—‘Technical Implementation’, ‘Semantic Translation’, and ‘Effectiveness Enhancement’—were identified and are illustrated in Figure 12. The framework proposes a definitive set of indicators and a coordinated pathway, offering a replicable design methodology for complex cultural artifacts such as bronze wine vessels. By establishing clear priorities for resource allocation, this framework guides development teams to optimize key technologies that significantly enhance cultural identity and narrative depth, particularly under constrained resources. This advancement not only enhances the effectiveness of virtual museum design but also establishes a feasible optimization trajectory for subsequent digitalization initiatives in cultural heritage under national policy guidance.
  • Integrating systems engineering tools (AHP-QFD) into Human–Computer Interaction (HCI) effectively mitigates cognitive discrepancies between users and developers. These findings anchor a replicable and evaluable design paradigm for digital curation, driving the industry’s transition from experience-led practices toward evidence-based, data- and model-driven methodologies.

6. Limitations and Future Prospects

Several limitations persist in this study. First, the expert sample is primarily drawn from Mainland China and Taiwan, necessitating further validation of the model’s cross-cultural applicability. Second, given the specific focus on bronze wine vessels, the model’s universality warrants additional verification across diverse categories of cultural heritage artifacts. Third, the evaluation process relies predominantly on expert judgment. Future research could incorporate longitudinal assessments by integrating large-scale behavioral and physiological data, such as eye-tracking, dwell time, and emotional feedback, from actual users. Subsequent studies may involve continuous iteration of the AHP–QFD parameter system across diverse regions, demographics, and platforms to explore dynamic, adaptive optimization mechanisms for immersive cultural heritage design. Fourth, current validation relies on expert judgment and limited prototyping. Due to resource constraints, end-user empirical testing was not conducted to quantitatively assess system effectiveness in user experience, cultural comprehension, and interaction levels. Future research will expand user testing through questionnaires and interviews to comprehensively evaluate the optimized VR museum and refine the proposed design framework. Fifth, although “play smoothly and without dizziness” is identified as the top user priority, prolonged VR use still induces simulator sickness, visual fatigue, and cervical discomfort, limiting immersion duration and reducing the depth of cultural information delivery. Future work should examine how to reconcile users’ expectations with physiological comfort by advancing hardware optimization, interaction design, and content presentation.

Author Contributions

Conceptualization, W.-T.F.; methodology, W.-T.F. and R.C.; software, W.G.; validation, W.-T.F. and S.W.; formal analysis, W.-T.F. and J.W.; investigation, R.C.; resources, R.L.; data curation, W.G.; writing—original draft preparation, W.-T.F. and R.C.; writing—review and editing, W.-T.F.; visualization, W.-T.F. and R.C.; supervision, S.W. and J.W.; project administration, S.W. and R.L.; funding acquisition, W.-T.F. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by Shanghai Educational Science Research Project, Shanghai, grant number C2024038 and China Arts and Crafts Association Project, Beijing, grant number CNACS2025-B-I-87 and Sichuan Animation and Comic Research Center, Key Research Institute of Social Sciences of Sichuan Province, grant number DM202314 and Shanghai Key Course Construction Project “Animation Design” (Shanghai Education Committee Gao [2025] No. 50, Serial No. 228) and Shanghai Dianji University Digital Intelligence Course Construction Project “Animation Design”, grant number A1-6101-25-009-02-009 and Shanghai College Students’ Innovation and Entrepreneurship Program, grant number A1-0288-25-038-02-03-134-2025 and A1-0288-25-038-02-03-207-2025.

Institutional Review Board Statement

The study was conducted in accordance with the Declaration of Helsinki and approved by the Institutional Review Board of Shanghai Dianji University (No. 24B0123, Date: 1 May 2024).

Informed Consent Statement

Informed consent was obtained from all subjects involved in the study.

Data Availability Statement

The datasets analyzed during the current study are available in the OpenICPSR repository: https://doi.org/10.3886/E247266V1, accessed on 1 April 2026.

Acknowledgments

We thank all experts who were willing to participate in our study.

Conflicts of Interest

The authors declare no conflicts of interest.

Appendix A

Table A1. Evaluation Index System.
Table A1. Evaluation Index System.
Primary
Indicators
Secondary
Indicators
Tertiary IndicatorIndicator Description
Technical LevelA1
Interaction Logic
B1-1 Interactive IntuitivenessInteraction is intuitive and requires no learning.
B1-2 Timeliness of operational feedbackImmediate and clear feedback after operation.
B1-3 Diverse visiting pathsOffers a variety of exploration routes to suit different preferences.
B1-4 Convenient visiting routesThe route is reasonably designed to reach the target efficiently.
B1-5 Play smoothly and without dizzinessSmooth operation, smooth action, no vertigo.
A2
Multi-sensory Experience
B2-1 Multi-angle stereoscopic visionThe model is realistic and supports free angle observation of details.
B2-2 Auditory atmosphere creationThe sound effect matches the scene and effectively sets off the atmosphere.
B2-3 Wearable haptic designThe device can simulate tactile sensations such as grasping and touching.
B2-4 Human gesture recognitionSupports natural interaction with gestures.
B2-5 Expression of immersionThe whole feels immersive.
A3
System
Functions
B3-1 System stability and performanceStable operation, no lag or crash.
B3-2 Cross-platform compatibilityCan run stably on different VR devices.
B3-3 Sustainable updatesFacilitate the addition of new content or features in the future.
B3-4 MaintainabilityEasy troubleshooting and routine maintenance.
B3-5 Multi-interactive technology integrationGood integration of voice, gesture and other interactive technologies.
Semantic
Level
A4
Artistic
Expression
B4-1 Aesthetic style unificationThe overall visual style is unified and in line with cultural characteristics.
B4-2 Interface design aestheticsThe interface is beautiful and user-friendly.
B4-3 Wine vessel pattern restorationThe decoration of the vessel is depicted finely, accurately, and beautifully.
B4-4 Scene art atmosphereThe scene light and shadow and composition create an appropriate artistic conception.
B4-5 Material texture expressionBronze, lacquerware and other materials are visually realistic.
A5
Cultural
Information Transmission
B5-1 Depth and system of knowledgeThe cultural knowledge of bronze wine vessels is deep, the logic is clear, and the structure is complete.
B5-2 Narrative Presentation of InformationAbility to package information into vivid stories that are easy to understand.
B5-3 Intuitive and Effective Process GuidanceThe guidance is clear and straightforward to help users have a smooth experience.
B5-4 Educational valueKnowledge is naturally transmitted in the experience, which is full of educational significance.
B5-5 Cultural identityContent can evoke emotional resonance and enhance cultural identity.
Effectiveness LevelA6
Cultural Memory
Inheritance
B6-1 Historical and cultural accuracyThe content is in line with historical facts and accurate.
B6-2 Restoration of cultural symbolsThe realistic and accurate reproduction of representative cultural symbols.
B6-3 Cultural narrative and storytellingPresent the cultural connotation vividly in a storytelling way.
B6-4 Historical scenes are presentedThe virtual scene can realistically reproduce the historical environment and atmosphere.
B6-5 Bronze wine vessel cultural characteristicsIt can highlight the unique cultural characteristics and charm of bronzes.
A7
Emotional Resonance
B7-1 Self-achievementSense of accomplishment can be generated after completing the task.
B7-2 Pleasant emotionsThe experience process brings a relaxed, enjoyable feeling.
B7-3 User Communication and SharingThe experience is attractive and willing to be shared.
B7-4 Story and emotional linkageStories or scenes can resonate emotionally.
B7-5 Memory retentionAfter the end, the content and feelings are deeply remembered.

References

  1. UNESCO. Charter on the Preservation of the Digital Heritage; UNESCO: Paris, France, 2003. [Google Scholar]
  2. La Guardia, M.; Koeva, M.; Lo Brutto, M. Digital Innovation for the Documentation, Management, and Fruition of Cultural Heritage. Heritage 2025, 8, 292. [Google Scholar] [CrossRef] [Scilit]
  3. Lian, Y.; Xie, J. The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis. Sustainability 2024, 16, 7125. [Google Scholar] [CrossRef] [Scilit]
  4. Trček, D. Cultural Heritage Preservation by Using Blockchain Technologies. Herit. Sci. 2022, 10, 6. [Google Scholar] [CrossRef] [Scilit]
  5. Buragohain, D.; Meng, Y.; Deng, C.; Li, Q.; Chaudhary, S. Digitalizing Cultural Heritage through Metaverse Applications: Challenges, Opportunities, and Strategies. Herit. Sci. 2024, 12, 295. [Google Scholar] [CrossRef] [Scilit]
  6. Innocente, C.; Ulrich, L.; Moos, S.; Vezzetti, E. A Framework Study on the Use of Immersive XR Technologies in the Cultural Heritage Domain. J. Cult. Herit. 2023, 62, 268–283. [Google Scholar] [CrossRef] [Scilit]
  7. Carvajal, D.A.L.; Morita, M.M.; Bilmes, G.M. Virtual Museums. Captured Reality and 3D Modeling. J. Cult. Herit. 2020, 45, 234–239. [Google Scholar] [CrossRef] [Scilit]
  8. Sayaf, A.; Alamri, M.; Alqahtani, M.; Al-Rahmi, W. Information and Communications Technology Used in Higher Education: An Empirical Study on Digital Learning as Sustainability. Sustainability 2021, 13, 7074. [Google Scholar] [CrossRef] [Scilit]
  9. Haleem, P.; Javaid, M.; Qadri, P.; Suman, R. Understanding the Role of Digital Technologies in Education: A Review. Sustain. Oper. Comput. 2022, 13, 100164. [Google Scholar] [CrossRef] [Scilit]
  10. He, Y.; Zhao, H.; Liu, L.; Xu, H. Brewing and Serving Alcoholic Beverages to Erlitou Elites of Prehistoric China: Residue Analysis of Ceramic Vessels. Front. Ecol. Evol. 2022, 10, 845065. [Google Scholar] [CrossRef] [Scilit]
  11. Zhang, Y.; Dai, Q.; Liu, Y.; Fang, Q.; Huang, X.; Zhang, J.; Chen, J. Lipid Residue Analysis of Chinese Ritual Bronzes: Methodological and Archaeological Implications. J. Archaeol. Sci. 2022, 148, 105684. [Google Scholar] [CrossRef] [Scilit]
  12. Li, S. Chinese Bronze Ware; Cambridge University Press: Cambridge, UK, 2011. [Google Scholar]
  13. Haryanti, D.A.; Retno Ningsih, T.W.; Ayesa, A.; Saptono, D. Visual Narrative of Ethnic Identity: Preserving Chinese Culture through Traditional Hand-Drawn Batik Lasem. Dewa Ruci J. Pengkaj. Pencipta. Seni. 2025, 20, 148–161. [Google Scholar] [CrossRef] [Scilit]
  14. He, Z.; Wen, C. Construction of Digital Creation Development Model of Intangible Cultural Heritage Crafts in China. Humanit. Soc. Sci. Commun. 2024, 11, 1745. [Google Scholar] [CrossRef] [Scilit]
  15. Tao, T.; Park, H.W. The Structure of the Semantic Network Regarding “East Asian Cultural Capital” on Chinese Social Media Under the Framework of Cultural Development Policy. Information 2025, 16, 673. [Google Scholar] [CrossRef] [Scilit]
  16. Aguayo, C. Mixed Reality (XR) Research and Practice: Exploring a New Paradigm in Education. Pac. J. Technol. Enhanc. Learn. 2021, 3, 41–42. [Google Scholar] [CrossRef] [Scilit]
  17. Li, Z.; Drew, M.; Liu, J. Augmented Reality and Virtual Reality. In Progress in Information Systems; Springer: Berlin/Heidelberg, Germany, 2021; pp. 1–20. [Google Scholar] [CrossRef] [Scilit]
  18. Brigham, T. Reality Check: Basics of Augmented, Virtual, and Mixed Reality. Med. Ref. Serv. Q. 2017, 36, 171–178. [Google Scholar] [CrossRef] [Scilit]
  19. Barteit, S.; Lanfermann, L.; Bärnighausen, T.; Neuhann, F.; Beiersmann, C. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review. JMIR Serious Games 2021, 9, e29080. [Google Scholar] [CrossRef] [Scilit]
  20. Li, Z.; Zhang, Q.; Xu, J.; Li, C.; Yang, X. Gamification of Virtual Museum Curation: A Case Study of Chinese Bronze Wares. Herit. Sci. 2024, 12, 348. [Google Scholar] [CrossRef] [Scilit]
  21. Škola, F.; Rizvić, S.; Cozza, M.; Barbieri, L.; Bruno, F.; Skarlatos, D.; Liarokapis, F. Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion. Sensors 2020, 20, 5851. [Google Scholar] [CrossRef] [Scilit] [PubMed]
  22. Bruno, F.; Bruno, S.; De Sensi, G.; Luchi, M.L.; Mancuso, S.; Muzzupappa, M. From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. J. Cult. Herit. 2010, 11, 42–49. [Google Scholar] [CrossRef] [Scilit]
  23. Kantaros, A.; Ganetsos, T.; Petrescu, F.I.T. Three-Dimensional Printing and 3D Scanning: Emerging Technologies Exhibiting High Potential in the Field of Cultural Heritage. Appl. Sci. 2023, 13, 4777. [Google Scholar] [CrossRef] [Scilit]
  24. Kantaros, A.; Douros, P.; Soulis, E.; Brachos, K.; Ganetsos, T.; Peppa, E.; Manta, E.; Alysandratou, E. 3D Imaging and Additive Manufacturing for Original Artifact Preservation Purposes: A Case Study from the Archaeological Museum of Alexandroupolis. Heritage 2025, 8, 80. [Google Scholar] [CrossRef] [Scilit]
  25. Soto-Martin, O.; Fuentes-Porto, A.; Martin-Gutierrez, J. A Digital Reconstruction of a Historical Building and Virtual Reintegration of Mural Paintings to Create an Interactive and Immersive Experience in Virtual Reality. Appl. Sci. 2020, 10, 597. [Google Scholar] [CrossRef] [Scilit]
  26. Bozzelli, G.; Raia, A.; Ricciardi, S.; De Nino, M.; Barile, N.; Perrella, M.; Tramontano, M.; Pagano, A.; Palombini, A. An Integrated VR/AR Framework for User-Centric Interactive Experience of Cultural Heritage: The ArkaeVision Project. Digit. Appl. Archaeol. Cult. Herit. 2019, 15, e00124. [Google Scholar] [CrossRef] [Scilit]
  27. Wang, L.; Huang, L.; Gao, J. AI-Assisted Landscape Design Optimization and Innovation Research Based on AI Assistance. WSEAS Trans. Comput. Res. 2024, 13, 27–33. [Google Scholar] [CrossRef] [Scilit]
  28. Liu, Y. Evaluating Visitor Experience of Digital Interpretation and Presentation Technologies at Cultural Heritage Sites: A Case Study of the Old Town, Zuoying. Built Herit. 2020, 4, 14. [Google Scholar] [CrossRef] [Scilit]
  29. Abgaz, Y.; Rocha Souza, R.; Methuku, J.; Koch, G.; Dorn, A. A Methodology for Semantic Enrichment of Cultural Heritage Images Using Artificial Intelligence Technologies. J. Imaging 2021, 7, 121. [Google Scholar] [CrossRef] [Scilit] [PubMed]
  30. Bayat, R.; De Maio, E.; Fiorenza, J.; Migliorini, M.; Lamberti, F. Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences. In Proceedings of the 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), Turin, Italy, 5 June 2024; IEEE: Piscataway, NJ, USA, 2024; pp. 1–4. [Google Scholar]
  31. Chen, Y.; Tang, T.; Chen, X.; Li, Y.; Liu, Q.; Wang, X. VirtuNarrator: Crafting Museum Narratives via Spatial Layout in Creating Customized Virtual Museums. Vis. Inform. 2025, 9, 100257. [Google Scholar] [CrossRef] [Scilit]
  32. Wang, N.; Jia, C.; Wang, J.; Li, Z. Identifying Key Factors Influencing Immersive Experiences in Virtual Reality Enhanced Museums. Sci. Rep. 2025, 15, 31990. [Google Scholar] [CrossRef] [Scilit]
  33. Rodriguez-Garcia, B.; Guillen-Sanz, H.; Checa, D.; Bustillo, A. A Systematic Review of Virtual 3D Reconstructions of Cultural Heritage in Immersive Virtual Reality. Multimed. Tools Appl. 2024, 83, 89743–89793. [Google Scholar] [CrossRef] [Scilit]
  34. Boutsi, A.-M.; Ioannidis, C.; Soile, S. An Integrated Approach to 3D Web Visualization of Cultural Heritage Heterogeneous Datasets. Remote Sens. 2019, 11, 2508. [Google Scholar] [CrossRef] [Scilit]
  35. Windhager, F.; Federico, P.; Schreder, G.; Glinka, K.; Dork, M.; Miksch, S.; Mayr, E. Visualization of Cultural Heritage Collection Data: State of the Art and Future Challenges. IEEE Trans. Vis. Comput. Graph. 2019, 25, 2311–2330. [Google Scholar] [CrossRef] [Scilit]
  36. Comes, R.; Neamțu, C.G.D.; Grec, C.; Buna, Z.L.; Găzdac, C.; Mateescu-Suciu, L. Digital Reconstruction of Fragmented Cultural Heritage Assets: The Case Study of the Dacian Embossed Disk from Piatra Roșie. Appl. Sci. 2022, 12, 8131. [Google Scholar] [CrossRef] [Scilit]
  37. Zhao, G.; Thienmongkol, R.; Nimnoi, R. Cultural Relics Restoration Technology in Virtual Reality: Application of 3D Modeling and Rendering Algorithms in Cultural Relics Digitization. Intl. J. Rel. 2024, 5, 1701–1718. [Google Scholar] [CrossRef] [Scilit]
  38. Pagano, A.; Palombini, A.; Bozzelli, G.; De Nino, M.; Cerato, I.; Ricciardi, S. ArkaeVision VR Game: User Experience Research between Real and Virtual Paestum. Appl. Sci. 2020, 10, 3182. [Google Scholar] [CrossRef] [Scilit]
  39. Chong, H.; Lim, C.; Rafi, A.; Tan, K.; Mokhtar, M. Comprehensive Systematic Review on Virtual Reality for Cultural Heritage Practices: Coherent Taxonomy and Motivations. Multimed. Syst. 2021, 28, 711–726. [Google Scholar] [CrossRef] [Scilit]
  40. Marucci, M.; Di Flumeri, G.; Borghini, G.; Sciaraffa, N.; Scandola, M.; Pavone, E.; Babiloni, F.; Betti, V.; Aricó, P. The Impact of Multisensory Integration and Perceptual Load in Virtual Reality Settings on Performance, Workload and Presence. Sci. Rep. 2021, 11, 84196. [Google Scholar] [CrossRef] [Scilit] [PubMed]
  41. Martin, D.; Malpica, S.; Gutierrez, D.; Masiá, B.; Serrano, A. Multimodality in VR: A Survey. ACM Comput. Surv. 2021, 54, 216. [Google Scholar] [CrossRef] [Scilit]
  42. Jangra, S.; Singh, G.; Mantri, A. Evaluating User Experience in Cultural Heritage through Virtual Reality Simulations. Virtual Archaeol. Rev. 2025, 16, 17–31. [Google Scholar] [CrossRef] [Scilit]
  43. Barbot, B.; Kaufman, J.C. What Makes Immersive Virtual Reality the Ultimate Empathy Machine? Discerning the Underlying Mechanisms of Change. Comput. Hum. Behav. 2020, 111, 106431. [Google Scholar] [CrossRef] [Scilit]
  44. Lucifora, C.; Schembri, M.; Poggi, F.; Grasso, G.M.; Gangemi, A. Virtual Reality Supports Perspective Taking in Cultural Heritage Interpretation. Comput. Hum. Behav. 2023, 148, 107911. [Google Scholar] [CrossRef] [Scilit]
  45. Chen, W.; Li, T.; Zhang, Y. Embodied Cognition Model for Museum Gamification Cultural Heritage Communication a Grounded Theory Study. npj Herit. Sci. 2025, 13, 239. [Google Scholar] [CrossRef] [Scilit]
  46. Yan, B. Research on Digital Experience Game Design for Intangible Cultural Heritage Communication: Starting from the “Digital Scripture Cave” of Dunhuang Academy. Highlights Art Des. 2025, 11, 8–14. [Google Scholar] [CrossRef] [Scilit]
  47. Bekele, M.K.; Champion, E. A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage. Front. Robot. AI 2019, 6, 91. [Google Scholar] [CrossRef] [Scilit] [PubMed]
  48. Wang, F.; Du, J. Embodied Reconstruction of Digital Museum Applications: A New Paradigm for Cultural Communication Based on Perceptual Extension and Immersive Interaction. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2025, XLVIII-M-9–2025, 1593–1598. [Google Scholar] [CrossRef] [Scilit]
  49. Yu, Y.; Hu, W. Three-Dimensional Modeling and AI-Assisted Contextual Narratives in Digital Heritage Education: Course for Enhancing Design Skill, Cultural Awareness, and User Experience. Heritage 2025, 8, 280. [Google Scholar] [CrossRef] [Scilit]
  50. Niu, Z. Exploration on Interactive Narrative Application of Museum Digital Exhibition under the Background of Digital Transformation: A Case Study of Hubei Provincial Museum. Highlights Art Des. 2025, 9, 66–70. [Google Scholar] [CrossRef] [Scilit]
  51. Robb, J. Art (Pre)History: Ritual, Narrative and Visual Culture in Neolithic and Bronze Age Europe. J. Archaeol. Method Theory 2020, 27, 454–480. [Google Scholar] [CrossRef] [Scilit]
  52. Elema, A. Archaeological Context and the Correlating Concept of Value. Int. J. Philos. 2025, 13, 156–160. [Google Scholar] [CrossRef] [Scilit]
  53. Poux, F.; Valembois, Q.; Mattes, C.; Kobbelt, L.; Billen, R. Initial User-Centered Design of a Virtual Reality Heritage System: Applications for Digital Tourism. Remote Sens. 2020, 12, 2583. [Google Scholar] [CrossRef] [Scilit]
  54. Sangamuang, S.; Wongwan, N.; Intawong, K.; Khanchai, S.; Puritat, K. Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning. Informatics 2025, 12, 27. [Google Scholar] [CrossRef] [Scilit]
  55. Xu, H.; Li, Y.; Tian, F. Contrasting Physical and Virtual Museum Experiences: A Study of Audience Behavior in Replica-Based Environments. Sensors 2025, 25, 4046. [Google Scholar] [CrossRef] [Scilit]
  56. Pisoni, G.; Díaz-Rodríguez, N.; Gijlers, H.; Tonolli, L. Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage. Appl. Sci. 2021, 11, 870. [Google Scholar] [CrossRef] [Scilit]
  57. Zidianakis, E.; Partarakis, N.; Ntoa, S.; Dimopoulos, A.; Kopidaki, S.; Ntagianta, A.; Ntafotis, E.; Xhako, A.; Pervolarakis, Z.; Kontaki, E. The Invisible Museum: A User-Centric Platform for Creating Virtual 3D Exhibitions with VR Support. Electronics 2021, 10, 363. [Google Scholar] [CrossRef] [Scilit]
  58. Wu, Y.; Jiang, Q.; Liang, H.; Ni, S. What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum. Sage Open 2022, 12, 1–17. [Google Scholar] [CrossRef] [Scilit]
  59. Zhou, Y.; Chen, J.; Wang, M. A Meta-Analytic Review on Incorporating Virtual and Augmented Reality in Museum Learning. Educ. Res. Rev. 2022, 36, 100454. [Google Scholar] [CrossRef] [Scilit]
  60. Chen, J.; Zhou, Y.; Zhai, J. Incorporating AR/VR-Assisted Learning into Informal Science Institutions: A Systematic Review. Virtual Real. 2023, 27, 1985–2001. [Google Scholar] [CrossRef] [Scilit]
  61. Akdag, M.; Botev, J.; Rothkugel, S. Enhancing Learning and Knowledge Retention of Abstract Physics Concepts with Virtual Reality. IEEE Trans. Vis. Comput. Graph. 2025, 31, 9964–9973. [Google Scholar] [CrossRef] [Scilit] [PubMed]
  62. Chang, S.; Suh, J. The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions. Sensors 2025, 25, 2914. [Google Scholar] [CrossRef] [Scilit]
  63. Pietroni, E. Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums. Appl. Syst. Innov. 2019, 2, 35. [Google Scholar] [CrossRef] [Scilit]
  64. Sánchez-Amboage, E.; Membiela-Pollán, M.; Martínez-Fernández, V.; Molinillo, S. Tourism Marketing in a Metaverse Context: The New Reality of European Museums on Meta. Mus. Manag. Curat. 2023, 38, 468–489. [Google Scholar] [CrossRef] [Scilit]
  65. Roussou, M.; Katifori, A. Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives. Multimodal Technol. Interact. 2018, 2, 32. [Google Scholar] [CrossRef] [Scilit]
  66. Daniela, L. Virtual Museums as Learning Agents. Sustainability 2020, 12, 2698. [Google Scholar] [CrossRef] [Scilit]
  67. Huang, X.; Li, Y.; Tian, F. Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes. IEEE Access 2025, 13, 59405–59421. [Google Scholar] [CrossRef] [Scilit]
  68. Tcha-Tokey, K.; Christmann, O.; Loup-Escande, E.; Loup, G.; Richir, S. Towards a Model of User Experience in Immersive Virtual Environments. Adv. Hum. Comput. Interact. 2018, 2018, 7827286. [Google Scholar] [CrossRef] [Scilit]
  69. Mäkinen, H.; Haavisto, E.; Havola, S.; Koivisto, J.-M. User Experiences of Virtual Reality Technologies for Healthcare in Learning: An Integrative Review. Behav. Inf. Technol. 2022, 41, 1–17. [Google Scholar] [CrossRef] [Scilit]
  70. Saaty, R.W. The Analytic Hierarchy Process—What It Is and How It Is Used. Math. Model. 1987, 9, 161–176. [Google Scholar] [CrossRef] [Scilit]
  71. Akao, Y. Quality Function Deployment: Integrating Customer Requirements into Product Design; Productivity Press: New York, NY, USA, 1990. [Google Scholar]
  72. Akao, Y.; Mazur, G.H. The Leading Edge in QFD: Past, Present and Future. Int. J. Qual. Reliab. Manag. 2003, 20, 20–35. [Google Scholar] [CrossRef] [Scilit]
  73. Vasconcelos, P.; Sucupira Furtado, E.; Pinheiro, P.; Furtado, L. Multidisciplinary Criteria for the Quality of E-Learning Services Design. Comput. Hum. Behav. 2020, 107, 105979. [Google Scholar] [CrossRef] [Scilit]
  74. Ho, W. Integrated Analytic Hierarchy Process and Its Applications–A Literature Review. Eur. J. Oper. Res. 2008, 186, 211–228. [Google Scholar] [CrossRef] [Scilit]
  75. Bhattacharya, A.; Sarkar, B.; Mukherjee, S.K. Integrating AHP with QFD for Robot Selection under Requirement Perspective. Int. J. Prod. Res. 2005, 43, 3671–3685. [Google Scholar] [CrossRef] [Scilit]
  76. Lee, H.; Jung, T.H.; tom Dieck, M.C.; Chung, N. Experiencing Immersive Virtual Reality in Museums. Inf. Manag. 2020, 57, 103229. [Google Scholar] [CrossRef] [Scilit]
  77. Liu, D. Design of Digital Museum System Based on Optimized Virtual Reality Technology. Int. J. Commun. Netw. Inf. Secur. 2023, 15, 194–203. [Google Scholar] [CrossRef] [Scilit]
  78. Hall, S. Encoding—Decoding (1980). In Crime and Media; Routledge: London, UK, 2019; pp. 44–55. [Google Scholar]
  79. Barthes, R. Elements of Semiology; Macmillan: New York, NY, USA, 1977. [Google Scholar]
  80. Jakobson, R. Language in Literature; Harvard University Press: Cambridge, MA, USA, 1987. [Google Scholar]
  81. Norman, D. The Design of Everyday Things: Revised and Expanded Edition; Basic Books: New York, NY, USA, 2013. [Google Scholar]
  82. Petrelli, D.; Ciolfi, L.; Van Dijk, D.; Hornecker, E.; Not, E.; Schmidt, A. Integrating Material and Digital: A New Way for Cultural Heritage. Interactions 2013, 20, 58–63. [Google Scholar] [CrossRef] [Scilit]
  83. Kang, J.; Du, H.; Li, Z.; Xiong, Z.; Ma, S.; Niyato, D.; Li, Y. Personalized Saliency in Task-Oriented Semantic Communications: Image Transmission and Performance Analysis. IEEE J. Sel. Areas Commun. 2023, 41, 186–201. [Google Scholar] [CrossRef] [Scilit]
  84. Kayser, L.; Kushniruk, A.; Osborne, R.H.; Norgaard, O.; Turner, P. Enhancing the Effectiveness of Consumer-Focused Health Information Technology Systems Through eHealth Literacy: A Framework for Understanding Users’ Needs. JMIR Hum. Factors 2015, 2, e9. [Google Scholar] [CrossRef] [Scilit]
  85. Fang, W.; Gao, Y.; Zeng, Z.; Lin, B. A Study on Audience Perception of Aesthetic Experience in Dance Performance. J. Des. 2018, 23, 23–46. [Google Scholar]
  86. Fang, W.-T.; Sun, J.-H.; Liang, Q.-D. Reflections on the Battle against COVID-19: The Effects of Emotional Design Factors on the Communication of Audio-Visual Art. Front. Psychol. 2022, 13, 1032808. [Google Scholar] [CrossRef] [Scilit]
  87. Hilgard, E.R. The Trilogy of Mind: Cognition, Affection, and Conation. J. Hist. Behav. Sci. 1980, 16, 107–117. [Google Scholar] [CrossRef] [Scilit]
  88. Aronson, E.; Wilson, T.D.; Sommers, S.R. Social Psychology; Pearson Education: Upper Saddle River, NJ, USA, 2010. [Google Scholar]
  89. Styliani, S.; Fotis, L.; Kostas, K.; Petros, P. Virtual Museums, a Survey and Some Issues for Consideration. J. Cult. Herit. 2009, 10, 520–528. [Google Scholar] [CrossRef] [Scilit]
  90. Roussou, M.; Drettakis, G. Photorealism and Non-Photorealism in Virtual Heritage Representation. In Proceedings of the First Eurographics Workshop on Graphics and Cultural Heritage; Eurographics Association: Aire-la-Ville, Switzerland, 2003; p. 10. [Google Scholar]
  91. Gao, Y.; Spence, C. Enhancing Presence, Immersion, and Interaction in Multisensory Experiences Through Touch and Haptic Feedback. Virtual Worlds 2025, 4, 3. [Google Scholar] [CrossRef] [Scilit]
  92. Quattrini, R.; Pierdicca, R.; Morbidoni, C. Knowledge-Based Data Enrichment for HBIM: Exploring High-Quality Models Using the Semantic-Web. J. Cult. Herit. 2017, 28, 129–139. [Google Scholar] [CrossRef] [Scilit]
  93. Champion, E. Critical Gaming: Interactive History and Virtual Heritage; Routledge: London, UK, 2016. [Google Scholar]
  94. Evrard, Y.; Krebs, A. The Authenticity of the Museum Experience in the Digital Age: The Case of the Louvre. J. Cult. Econ. 2018, 42, 353–363. [Google Scholar] [CrossRef] [Scilit]
  95. Assmann, J. Cultural Memory and Early Civilization: Writing, Remembrance, and Political Imagination; Cambridge University Press: Cambridge, UK, 2011. [Google Scholar]
  96. Mortara, M.; Catalano, C.E.; Bellotti, F.; Fiucci, G.; Houry-Panchetti, M.; Petridis, P. Learning Cultural Heritage by Serious Games. J. Cult. Herit. 2014, 15, 318–325. [Google Scholar] [CrossRef] [Scilit]
  97. Tussyadiah, I.P.; Wang, D.; Jung, T.H.; Tom Dieck, M.C. Virtual Reality, Presence, and Attitude Change: Empirical Evidence from Tourism. Tour. Manag. 2018, 66, 140–154. [Google Scholar] [CrossRef] [Scilit]
Figure 1. The theoretical framework for a digital evaluation system for cultural heritage.
Figure 1. The theoretical framework for a digital evaluation system for cultural heritage.
Applsci 16 04908 g001
Figure 2. Four-Phase Research procedures.
Figure 2. Four-Phase Research procedures.
Applsci 16 04908 g002
Figure 3. Hierarchical model of user requirements for the bronze wine vessel VR museum.
Figure 3. Hierarchical model of user requirements for the bronze wine vessel VR museum.
Applsci 16 04908 g003
Figure 4. Transformation of the relationship between user requirements and technical indicators.
Figure 4. Transformation of the relationship between user requirements and technical indicators.
Applsci 16 04908 g004
Figure 5. Visualization of weight distribution. (a) Primary weight; (b) composite weight.
Figure 5. Visualization of weight distribution. (a) Primary weight; (b) composite weight.
Applsci 16 04908 g005
Figure 6. The House of Quality (HOQ) for the VR museum of bronze wine vessels.
Figure 6. The House of Quality (HOQ) for the VR museum of bronze wine vessels.
Applsci 16 04908 g006
Figure 7. Implementation of technical indicators at the technical level. (a) Intelligent interaction system; (b) free viewpoint control.
Figure 7. Implementation of technical indicators at the technical level. (a) Intelligent interaction system; (b) free viewpoint control.
Applsci 16 04908 g007
Figure 8. Partial blueprint display of the VR museum of bronze wine vessels.
Figure 8. Partial blueprint display of the VR museum of bronze wine vessels.
Applsci 16 04908 g008
Figure 9. Implementation of semantic-level technical indicators. (a) Visual atmosphere rendering; (b) high-precision 3D modeling; (c) UI system design; (d) user behavior guidance; (e) PBR material and texture precision.
Figure 9. Implementation of semantic-level technical indicators. (a) Visual atmosphere rendering; (b) high-precision 3D modeling; (c) UI system design; (d) user behavior guidance; (e) PBR material and texture precision.
Applsci 16 04908 g009aApplsci 16 04908 g009b
Figure 10. The production process of 3ds max. (a) Virtual exhibition hall model; (b) bronze artifacts model.
Figure 10. The production process of 3ds max. (a) Virtual exhibition hall model; (b) bronze artifacts model.
Applsci 16 04908 g010
Figure 11. Implementation of technical indicators at the effectiveness level. (a) Cultural feature transformation; (b) narrative logic engine; (c) global illumination and ray tracing; (d) emotional connection design.
Figure 11. Implementation of technical indicators at the effectiveness level. (a) Cultural feature transformation; (b) narrative logic engine; (c) global illumination and ray tracing; (d) emotional connection design.
Applsci 16 04908 g011
Figure 12. Triple strategy matrix.
Figure 12. Triple strategy matrix.
Applsci 16 04908 g012
Table 1. Expert information (N = 10).
Table 1. Expert information (N = 10).
AttributeDescription
Total Experts10 experts from Mainland China and Taiwan
Institution TypeAcademic institutions (5), museums (2), corporate enterprises (2), and research institutes (1)
Disciplinary FieldsDigital media design (3), cultural heritage conservation (2), human–computer interaction (HCI) (2), VR technology development (2), and user experience (UX) design (1)
Professional
Experience
Minimum of 10–20 years of practical or research experience in relevant fields
Regional DistributionDistributed across multiple regions, including Shanghai, Beijing, Shenzhen, Sichuan Province, and Taiwan
Table 2. Judgment matrix scale.
Table 2. Judgment matrix scale.
ScaleDefinition
1Equal Importance: Both elements contribute equally to the objective.
3Moderate Importance: Slight preference for one element over another.
5Strong Importance: Clear preference for one element over another.
7Very Strong Importance: Strong dominance of one element over another.
9Extreme Importance: Absolute dominance of one element over another.
2,4,6,8Intermediate Values: Judgments between two adjacent scales.
Reciprocals of 1–9Indicate the mirrored comparative importance when the order of the two elements is reversed.
Table 3. Results of consistency test.
Table 3. Results of consistency test.
ParametersAA1A2A3A4A5A6A7
λmax7.03625.03865.03865.00745.01155.03135.01425.0249
CI0.00600.00960.00970.00180.00290.00780.00360.0062
RI1.321.121.121.121.121.121.121.12
CR0.00460.00860.00860.00160.00260.00700.00320.0056
Table 4. Final weights and rankings of evaluation indicators.
Table 4. Final weights and rankings of evaluation indicators.
Primary
Indicator
Secondary IndicatorSecondary WeightTertiary IndicatorTertiary WeightComposite WeightOverall RankSecondary
Indicator
Rank
Technical LevelA1
Interaction Logic
0.1610B1-10.22870.036894
B1-20.15360.024721
B1-30.09010.014529
B1-40.18010.029015
B1-50.34750.05591
A2
Sensory Experience
0.1041B2-10.18220.0190256
B2-20.16910.017627
B2-30.11730.012233
B2-40.17880.018626
B2-50.35260.036710
A3
System Functions
0.0675B3-10.32550.0220247
B3-20.15160.010234
B3-30.11140.007535
B3-40.20480.013831
B3-50.20660.013930
Semantic LevelA4
Artistic Expression
0.1687B4-10.28940.048842
B4-20.17090.028816
B4-30.10250.017328
B4-40.26140.04416
B4-50.17570.029614
A5
Cultural Information Transmission
0.1508 B5-10.23190.0350115
B5-20.25760.03888
B5-30.17920.027019
B5-40.17520.026420
B5-50.15610.023522
Effectiveness LevelA6
Cultural Memory Inheritance
0.1809B6-10.26990.048831
B6-20.19310.034912
B6-30.21760.03947
B6-40.18980.034313
B6-50.12970.0235 23
A7
Emotional Resonance
0.1671B7-10.17010.0284173
B7-20.16260.027218
B7-30.07860.013132
B7-40.29980.05012
B7-50.28890.04835
Table 5. Ranking of technical indicators at the strategy level.
Table 5. Ranking of technical indicators at the strategy level.
Strategic LevelTechnical IndicatorsImportance WeightTotal WeightsRank
Technical
Implementation Strategy
(TIS)
Intelligent Interaction System (T2)5.16%20.41%9
Multimodal Interaction Mode (T19)4.98%10
Spatial Audio Systems (T11)4.23%11
Free Viewing Angle control (T20)3.05%14
System Performance Optimization (T3)2.99%15
Semantic
Translation
Strategy
(STS)
Visual Atmosphere Rendering (T13)6.82%32.22%2
High-Precision 3D Modeling (T1)6.57%4
PBR Material Map Accuracy (T6)6.45%5
UI System Design (T7)5.69%8
Knowledge System Structure (T16)3.43%12
User Behavior Guidance (T10)3.26%13
Effectiveness
Enhancement
Strategy
(EES)
Cultural Feature Transformation (T17)8.37%27.53%1
Narrative Logic Engine (T4)6.67%3
Global Illumination and Ray Tracing (T9)6.27%6
Emotional Link Design (T18)6.22%7
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Fang, W.-T.; Chen, R.; Guo, W.; Wang, S.; Wu, J.; Lin, R. Human-Centered Design Optimization of VR Museums for Bronze Wine Vessels: A Systematic AHP–QFD Approach. Appl. Sci. 2026, 16, 4908. https://doi.org/10.3390/app16104908

AMA Style

Fang W-T, Chen R, Guo W, Wang S, Wu J, Lin R. Human-Centered Design Optimization of VR Museums for Bronze Wine Vessels: A Systematic AHP–QFD Approach. Applied Sciences. 2026; 16(10):4908. https://doi.org/10.3390/app16104908

Chicago/Turabian Style

Fang, Wen-Ting, Ranzi Chen, Wenbo Guo, Shiao Wang, Jun Wu, and Rungtai Lin. 2026. "Human-Centered Design Optimization of VR Museums for Bronze Wine Vessels: A Systematic AHP–QFD Approach" Applied Sciences 16, no. 10: 4908. https://doi.org/10.3390/app16104908

APA Style

Fang, W.-T., Chen, R., Guo, W., Wang, S., Wu, J., & Lin, R. (2026). Human-Centered Design Optimization of VR Museums for Bronze Wine Vessels: A Systematic AHP–QFD Approach. Applied Sciences, 16(10), 4908. https://doi.org/10.3390/app16104908

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop