Exploring the Potential and Usability Evaluation of a VR-Based Art Restoration Education System
Abstract
1. Introduction
1.1. Research Background and Motivation
- Irreversible risk to physical artifacts: If beginners make mistakes during the operation process, the physical damage caused to original cultural objects is often irreparable, which limits practical opportunities in teaching environments.
- Sustainability and cost of restoration consumables: High-quality restoration materials (such as specialized resins and mineral pigments) are expensive, and large-scale practice would result in high economic costs.
- Barriers to training interdisciplinary talent: Contemporary conservators need the ability to interpret AI scanning data and 3D simulations, but traditional curricula struggle to provide sufficient “cyber–physical integration” experimental spaces.
1.2. Research Objectives and Scope
- Using the SUS to measure Cheng Shiu University students’ subjective satisfaction and usability of the system.
- Applying Sutcliffe and Gault’s 12 VR heuristic principles to conduct an in-depth analysis of the system’s strengths and weaknesses in immersion, physical feedback, and operational navigation.
- Proposing a conceptual framework for prospective AI-assisted extensions, focusing on how future digital guidance layouts might support non-restoration majors in visualizing multi-step restoration workflows.
2. Literature Review
2.1. Digital Transformation of Conservation Education
2.2. Virtual Reality Evaluation Tools and the 12 Heuristics
- H1 (Natural engagement): Interaction should approach real-world expectations.
- H2 (Compatibility with task and domain): Behavior of virtual objects should meet professional restoration standards.
- H3 (Natural expression of action): Intuitive bodily movements without hardware constraints.
- H4 (Close coordination of action and representation): Latency should be under 200 ms to prevent cybersickness.
- H5 (Realistic feedback): Actions produce physically accurate visual/auditory feedback.
- H6 (Faithful viewpoints): Rendering changes in perfect synchronization with head movement.
- H7 (Navigation and orientation support): Users know their heading and location at all times.
- H8 (Clear entry and exit points): Intuitive mechanisms for entering/leaving the virtual world.
- H9 (Consistent departures): “Unnatural” rules must be applied uniformly.
- H10 (Support for learning): Providing instructional cues and guidance.
- H11 (Clear turn-taking): Signaling system processing vs. user operational status.
- H12 (Sense of presence): The psychological feeling of “being there.”
3. Research Methodology
3.1. Participants and Sampling
3.2. Evaluation Scale and Procedures
3.3. Evaluation Tools
3.3.1. Quantitative Analysis: System Usability Scale (SUS)
3.3.2. Scoring Methodology
- Odd-numbered items (positive statements): Subtract 1 from the raw score (Score Contribution = X − 1).
- Even-numbered items (negative statements): Subtract the raw score from 5 (Score Contribution = 5 − X).
3.3.3. Interpretation Standards
4. Results and Analysis
4.1. Quantitative Results of SUS
- Q9 “I felt very confident using the system”: This item, which our team qualitatively analyzes under the theme of perceived operational confidence and autonomy, received the highest rating with a mean of 90 among the 20 participants. This indicates that the “zero-risk” virtual environment significantly reduced the operational anxiety novice learners typically experience when interacting with original artifacts. Participants reflected that the system not only avoids the risk of damaging real cultural objects during the learning process but also provides a clear interface layout that enhances users’ subjective confidence when navigating the virtual workflow. This indicates high interface learnability and lower operational anxiety for beginners during initial system interaction.
- Q7 “I would imagine that most people would learn to use this system very quickly”: This item, interpreted here as subjective learnability, achieved a mean score of 86. This confirms that the system’s interface metaphors (such as the selection of questions and options) align highly with the intuitive muscle memory of design and art preservation students. Without the need for tedious manuals, students were able to adapt quickly using 6DoF controllers. Participants noted that the controller functioned as a natural extension of their bodies, feeling even more intuitive and convenient than a traditional mouse. This validates the system’s educational advantage in terms of a low barrier to entry.
- “I thought the system was easy to use”: This item, reflecting the perceived simplicity of the operational workflow, scored a mean of 84. Quantitative data and qualitative feedback show that the system’s “task-oriented” design is highly successful. The digital workflow, ranging from “deterioration diagnosis” to “cleaning and restoration,” has been streamlined into intuitive steps. Participants reported an immediate intuitive response to search for deterioration conditions upon seeing the display. This allows beginners to focus on learning restoration knowledge and making judgments rather than wasting time deciphering a complex software interface. Furthermore, the entry and exit mechanisms were rated as easy to locate and highly intuitive.
- Q5 “I found the various functions in this system were well integrated”: This item, assessing functional integrity and integration, scored a mean of 84. The students gave positive evaluations regarding the fluidity with which the system integrates “painting inspection and annotation,” “VR environment observation,” and “restoration educational knowledge.” The data reflects a coherent logic when switching from observing and marking damaged areas to entering the VR environment for cleaning operations. Students could smoothly zoom in to examine the artist’s brushstrokes and deterioration details. This achieves a successful fusion of technology and pedagogical tasks, while the museum-like immersive gallery environment enhanced the users’ perceived presence and engagement.
- Q6 “I thought there was too much inconsistency in this system”: This item, representing system inconsistency, received a relatively lower score mean of 43. This primarily reflected an experiential inconsistency between the “immersive environment” and the “testing interface.” Some students reported that while the VR environment should emphasize hands-on operation, the system lacks physical resistance and realistic interaction feedback. This led to a feeling that the restoration process was “like answering a questionnaire” or “merely taking an online exam.” Additionally, the question information on the interface sometimes failed to correspond intuitively with the visual guidance on the painting, creating a sense of confusion and fragmentation when switching between viewing the artwork and answering questions.
- Q8 “I found the system very cumbersome to use”: This item, indicating perceived cumbersomeness, scored an average raw score of 2.00. This is a key area for improvement, primarily due to the “clumsiness” caused by poor interface prompts and unclear system feedback. Multiple students pointed out that the yellow instructional text on the interface was compressed to an unreadable size when word counts were high. Furthermore, there was insufficient color contrast (e.g., yellow text on a brown background), and text blocks were sometimes obscured at the bottom of the scroll. Regarding operational feedback, students often felt confused by the lack of immediate reaction after clicking; they were unsure if a question was single-choice or multiple-choice, whether they should proceed to the next question, or if they had accidentally jumped to a new page without the ability to return and modify their answers. Operational stutters and delays caused by unfamiliarity with the controllers further increased the perceived “heaviness” and frustration of the user experience.
4.2. Qualitative Findings Based on Sutcliffe and Gault’s Principles
4.2.1. Interaction Naturalness and Physical Realism
4.2.2. Navigation and Visual Immersion
4.2.3. Learning Support and System Feedback
5. Extended Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Anwar, M.S.; Yang, J.; Frnda, J.; Choi, A.; Baghaei, N.; Ali, M. Metaverse and XR for cultural heritage education: Application, standards, architecture, and technological insights for enhanced immersive experience. Virtual Real. 2025, 29, 51. [Google Scholar] [CrossRef]
- Saad, N.H.M.; Hanafi, M.H.; Awang, A. Systematic Literature Review: The Use of Virtual Reality as A Medium of Knowledge Transfer in Heritage Preservation. J. Tour. Hosp. Environ. Manag. 2026, 11, 320–336. [Google Scholar] [CrossRef]
- Patankar, Y.; Tennenini, C.; Bischof, R.; Khatri, I.; Maia Avelino, R.; Yang, W.; Mahamaliyev, N.; Scotto, F.; Mitterberger, D.; Bickel, B.; et al. Heritage ++, a Spatial computing approach to heritage conservation. RILEM Tech. Lett. 2024, 9, 50–60. [Google Scholar]
- Lee, S.; King, B.E.M. A Virtual Lens on Tradition: Safeguarding Intangible Cultural Heritage Through AR and VR. J. Smart Tour. 2025, 5, 64–69. [Google Scholar] [CrossRef]
- Avlonitou, C.; Papadaki, E. Using extended reality technologies in modern museums. Arts Commun. 2025, 3, 3428. [Google Scholar] [CrossRef]
- Mendoza, K.R.; Glaser, N.; Krüger, J.M.; Yang, M.; Moeller, K. A systematic literature review on the impact of XR on pro-environmental knowledge, attitudes, and behaviors. J. Environ. Educ. 2025, 56, 85–125. [Google Scholar] [CrossRef]
- Sutcliffe, A.; Gault, B. Heuristic evaluation of virtual reality applications. Interact. Comput. 2004, 16, 831–849. [Google Scholar] [CrossRef]
- Hou, Y.Y.; Wang, Y.R. Design and Application of Wearable Virtual Reality and Interactive Sensory Feedback. Kaohsiung Norm. Univ. J. 2020, 48, 53–78. [Google Scholar]
- Card, S.K.; Moran, T.P.; Newell, A. The Psychology of Human-Computer Interaction; Lawrence Erlbaum Associates: Hillsdale, NJ, USA, 1983. [Google Scholar]
- Shackel, B. Usability—Context, framework, definition, design and evaluation. Interact. Comput. 2009, 21, 339–346. [Google Scholar] [CrossRef]
- Nielsen, J. Heuristic evaluation. In Usability Inspection Methods; Nielsen, J., Mack, R.L., Eds.; John Wiley & Sons: New York, NY, USA, 1994; pp. 25–62. [Google Scholar]
- Tsai, Y.S. Using AI-Based Embodied Virtual Agents in VR Experience. Master’s Thesis, National Taiwan University, Taipei, Taiwan, 2024. [Google Scholar]
- Sutcliffe, A.G.; Kaur, K.D. Evaluating the usability of virtual reality user interfaces. Behav. Inf. Technol. 2000, 19, 415–426. [Google Scholar] [CrossRef]
- Brooke, J. SUS: A "quick and dirty" usability scale. In Usability Evaluation in Industry; Jordan, P.W., Thomas, B., McClelland, I.L., Eds.; Taylor & Francis: London, UK, 1996; pp. 189–194. [Google Scholar]
- Sauro, J.; Lewis, J.R. Quantifying the User Experience: Practical Statistics for User Research; Elsevier: Amsterdam, The Netherlands, 2012. [Google Scholar]
- Beridse, N. Artificial intelligence in cultural preservation: Reviving heritage through deep learning and virtual reconstruction. Int. J. Adv. Res. Innov. Ideas Educ. 2025, 11, 636–642. [Google Scholar]
- Hyzy, M.; Bond, R.; Mulvenna, M.; Bai, L.; Dix, A.; Leigh, S.; Hunt, S. System Usability Scale Benchmarking for Digital Health Apps: Meta-analysis. JMIR mHealth uHealth 2022, 10, e37290. [Google Scholar] [CrossRef] [PubMed]
- Suria, O. A Statistical Analysis of System Usability Scale (SUS) Evaluations in Online Learning Platform. J. Inf. Syst. Inform. 2024, 6, 992–1007. [Google Scholar] [CrossRef]
- Paolanti, M.; Puggioni, M.; Frontoni, E.; Giannandrea, L.; Pierdicca, R. Evaluating Learning Outcomes of Virtual Reality Applications in Education: A Proposal for Digital Cultural Heritage. J. Comput. Cult. Herit. 2023, 16, 36. [Google Scholar] [CrossRef]
- Zhao, Y.; Li, Y.; Dai, T.; Sedini, C.; Wu, X.; Jiang, W.; Li, J.; Zhu, K.; Zhai, B.; Li, M.; et al. Virtual reality in heritage education for enhanced learning experience: A mini-review and design considerations. Front. Virtual Real. 2025, 6, 1560594. [Google Scholar] [CrossRef]



| Variable | Category | Participants (n) | Percentage (%) | Mean Age (SD) | Visual Esthetic Literacy |
|---|---|---|---|---|---|
| Department | Dept. of Visual Communication Design | 9 | 45.0% | 21.4 (1.42) | High (professionally trained) |
| MA in Creative Design and Art Preservation | 11 | 55.0% | 45.5 (13.47) | Excellent (conservation theory-grounded) | |
| Gender | Male | 3 | 15.0% | — | — |
| Female | 17 | 85.0% | — | — | |
| VR Experience | Novice (no prior experience) | 5 | 25.0% | — | — |
| Moderate (1–5 experiences) | 12 | 60.0% | — | — | |
| Expert (frequent user) | 3 | 15.0% | — | — | |
| Restoration Experience | No hands-on experience | 9 | 45.0% | — | — |
| Basic theoretical foundation | 11 | 55.0% | — | — |
| Participant (N)/ Item (Q) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | Avg. |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 3 | 2 | 3 | 4 | 3 | 4 | 4 | 5 | 5 | 5 | 4 | 5 | 3 | 3 | 4 | 3 | 5 | 4 | 5 | 5 | 79 |
| 2 | 3 | 2 | 5 | 5 | 2 | 3 | 1 | 1 | 1 | 4 | 1 | 3 | 4 | 4 | 2 | 2 | 1 | 2 | 2 | 1 | 49 |
| 3 | 4 | 4 | 3 | 5 | 2 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 4 | 3 | 5 | 5 | 5 | 5 | 84 |
| 4 | 3 | 2 | 5 | 5 | 1 | 3 | 3 | 3 | 5 | 4 | 3 | 5 | 2 | 4 | 2 | 5 | 1 | 2 | 2 | 2 | 62 |
| 5 | 4 | 4 | 5 | 5 | 2 | 4 | 5 | 5 | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 5 | 5 | 84 |
| 6 | 2 | 2 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 4 | 2 | 3 | 3 | 2 | 2 | 2 | 1 | 3 | 1 | 1 | 43 |
| 7 | 5 | 4 | 4 | 4 | 5 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 2 | 3 | 4 | 3 | 5 | 5 | 5 | 4 | 86 |
| 8 | 2 | 2 | 3 | 3 | 2 | 3 | 2 | 1 | 1 | 4 | 1 | 1 | 3 | 3 | 2 | 3 | 1 | 1 | 1 | 1 | 40 |
| 9 | 5 | 4 | 3 | 4 | 5 | 5 | 4 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 5 | 5 | 4 | 5 | 90 |
| 10 | 5 | 2 | 5 | 4 | 1 | 4 | 3 | 1 | 4 | 1 | 4 | 5 | 3 | 5 | 2 | 4 | 1 | 1 | 1 | 1 | 57 |
| Raw Total Score | 36 | 28 | 39 | 42 | 25 | 36 | 33 | 33 | 37 | 39 | 35 | 42 | 30 | 34 | 30 | 32 | 30 | 32 | 31 | 30 | |
| Sum of Adjusted Score | 26 | 28 | 17 | 22 | 29 | 26 | 31 | 37 | 33 | 25 | 33 | 28 | 20 | 18 | 30 | 20 | 40 | 34 | 37 | 38 | |
| SUS Total Score (0–100) | 65 | 70 | 42.5 | 55 | 72.5 | 65 | 77.5 | 92.5 | 82.5 | 62.5 | 82.5 | 70 | 50 | 45 | 75 | 50 | 100 | 85 | 92.5 | 95 | 71.5 |
| Interpretation (Benchmark 68) | <M. | >M. | <M. | <M. | >M. | <M. | >M. | >M. | >M. | <M. | >M | >M. | <M. | <M. | >M. | <M. | >M. | >M. | >M. | >M. |
| Statistical Metrics | Overall (N = 20) | Department Student (n = 9) | Master’s Program Student (n = 11) |
|---|---|---|---|
| Mean | 71.50 | 70.56 | 72.27 |
| Standard Deviation | 17.21 | 15.20 | 19.41 |
| Median | 71.25 | 70.00 | 72.50 |
| Range | 57.50 | 50.00 | 55.00 |
| Confidence Interval (CI) Error Bound | 8.06 | 11.68 | 13.04 |
| Statistical Metrics | Value |
|---|---|
| t-statistic (t) | −0.231 |
| Degrees of Freedom (df) | 17.981 |
| p-value (p) | 0.827 |
| Critical t-value (Two-Tailed) | 2.110 |
| Heuristic | System Performance and Observation | Participant Feedback Excerpts | Severity | Proposed Future Development Paths |
|---|---|---|---|---|
| H1 Natural Engagement | Ray-cast ray works, but clicking physical buttons on controllers lacks the intuitive sensation of direct hand touch. | “It feels like using a mouse—touching one thing through another.” (Tsai); “The controller breaks my immersion… lacking the real tactile feel of touching the canvas.” (Lin) | Moderate | Deploy hand-gesture tracking and controller-free multimodal interaction. |
| H2 Compatibility with Task and Domain | The multiple-choice format deviates from physical practice; blue highlight overlays block the view of underlying painting pathologies. | “We need more hands-on operation. Otherwise, it feels like an online exam.” (Lin); “I’m in VR, why can’t I perform physical restoration?” (Su) | High | Design interactive restoration tools (consolidation pipettes, scrapers, inpainting brushes) and increase highlight transparency. |
| H3 Natural Expression of Action | Locomotion is un-smooth; physical controllers are invisible once inside the HMD, making button mappings confusing for novices. | “There are many buttons on the controller; I am unfamiliar and sometimes misclick.” (Hong); “Once the headset is on, we cannot see. It is better to explain the controls first.” (Chen) | Moderate | Provide an interactive 3D controller mapping guide prior to entering the virtual environment. |
| H4 Close Coordination of Action and Representation | Participants observed occasional rendering lag and screen stutter during fast locomotion, hypothesized to stem from high-resolution texture loading demands on the mobile headset. | “Moving too fast makes me dizzy… I sometimes zoom in too closely.” (Chen); “Moving too fast makes me nauseous.” (Lu) | High | Optimize 3D models via polygon reduction; deploy dynamic edge caching and motion blur optimization. |
| H5 Realistic Feedback | Users cannot perceive scraping intensity and depth on the virtual canvas, causing a detached “wild swing” sensation. | “Scraping stains on a virtual canvas feels like swinging in empty space. The lack of resistance breaks immersion.” (Lin) | High | Integrate a pressure-sensitive restoration stylus or haptic-feedback wearable gloves. |
| H6 Faithful Viewpoints | Colors and textures are rich, but rendering remains too flat; cracked regions are occasionally too dark, and zooming reveals visible aliasing. | “We can’t inspect paint bulging…we need lateral raking light to observe shadows, but the rendering is flat.” (Chen); “Aliasing is too obvious.” (Chen); “The unique luster of physical paintings under natural lighting is missing.” (Xu) | Moderate | Import micro-deformation 3D shaders; implement user-controlled raking light and enable MSAA (Multi Sampling Anti-Aliasing). |
| H7 Navigation and Orientation Support | Unfamiliarity with 3D verticality and UI layout leads to missed interaction panels or temporary spatial disorientation. | “I couldn’t find the panel… I thought I was on the second floor and kept looking down.” (Chen); “The lobby is huge…being unfamiliar, I had to spin around once to locate my target.” (Tsai) | Mild | Deploy visual guiding paths or landmark lines on the virtual floor. |
| H8 Clear Entry and Exit Points | The quit action is positioned in visual blind spots (e.g., extreme bottom or side edges), making searching time-consuming. | “The exit was unclear; I had to look down…and found it at the bottom after some searching.” (Lin); “The exit was hard to find, which turned out to be at the lower-left corner.” (Chen) | Moderate | Standardize UI logic by placing exit options in chest-level menus or modeling a prominent physical exit door. |
| H9 Consistent Departures | Visual cues for guiding information and question panels are identical, leading to confusion about page transitions. | “Due to the color scheme, you don’t realize a page transition has occurred.” (Xu); “If the panels look identical, it’s hard to tell what I am supposed to do now.” (Chen) | Moderate | Use distinct colors and geometries for guidance vs. questionnaire UIs; add dynamic progress indicators. |
| H10 Support for Learning | Novices struggle with complex chemical reagents and technical jargon; the interface lacks illustrated tooltips or an “undo zoom” pathway. | “The yellow text on a brown background has low contrast, making terms hard to read.” (Lin); “Adding reference images or zoomed-in crack samples would make selection easier.” (Xu) | High | Improve UI contrast; build YOLO-based active intelligent damage prompting systems. |
| H11 Clear Turn-taking | Clicking options yields no immediate feedback, causing uncertainty about input registration and multi-selection rules. | “No response after clicking; I didn’t know if it was single- or multi-choice, or where to look.” (Su); “At first, I didn’t know if it was my turn to act or how to proceed.” (Lu) | High | Provide haptic buzzes, audio cues (beep/tick), and checkmark animations; explicitly label multi-choice questions. |
| H12 Sense of Presence | Macro-immersion in the 360-degree lobby is strong, but microscopic flat rendering and aliasing break psychological presence. | “The realism is high; you feel like you have physically entered the environment.” (Zhang); “I know it’s virtual, the gallery is un-vivid, and paintings are blurry.” (Chen); “I gradually immersed myself into it.” (Lin) | Moderate | Upgrade target artifact textures using lossless high-resolution scanning data; enable MSAA. |
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. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Huang, P.-C.; Li, I.-C.; Su, H.-M.; Yang, W.-T.; Lin, L.-C.; Lin, C.-H. Exploring the Potential and Usability Evaluation of a VR-Based Art Restoration Education System. Appl. Sci. 2026, 16, 7734. https://doi.org/10.3390/app16157734
Huang P-C, Li I-C, Su H-M, Yang W-T, Lin L-C, Lin C-H. Exploring the Potential and Usability Evaluation of a VR-Based Art Restoration Education System. Applied Sciences. 2026; 16(15):7734. https://doi.org/10.3390/app16157734
Chicago/Turabian StyleHuang, Pin-Chia, I-Cheng Li, Hsiao-Meng Su, Wan-Ting Yang, Lun-Chuan Lin, and Chun-Hsueh Lin. 2026. "Exploring the Potential and Usability Evaluation of a VR-Based Art Restoration Education System" Applied Sciences 16, no. 15: 7734. https://doi.org/10.3390/app16157734
APA StyleHuang, P.-C., Li, I.-C., Su, H.-M., Yang, W.-T., Lin, L.-C., & Lin, C.-H. (2026). Exploring the Potential and Usability Evaluation of a VR-Based Art Restoration Education System. Applied Sciences, 16(15), 7734. https://doi.org/10.3390/app16157734

