The Gaia System: Revolutionizing Museum Storytelling with Projection Mapping
Abstract
1. Introduction
2. Related Work
3. The Gaia System
3.1. Concept
- (R1)
- The system’s physical scale model should cover the Vesterålen area and its islands.
- (R2)
- The system should be maintainable by a small technical team, such as those typically found in small and medium-sized enterprises (SMEs).
- (R3)
- The system should support both multi-user interaction (i.e., interaction with as many museum visitors as possible simultaneously) and a tour guide functionality.
- (R4)
- The system content should cover topics related to society, economy, and environment, including infrastructure, roads, urban settlements, population density, waste management, climate change, agriculture, and fisheries.
- (R5)
- The system content should cover the history of the place, the current situation, and forecasts for the future.
- (R6)
- The system should enable the exploration of content from multiple perspectives, including obtaining an overall overview, focusing on specific places or events, and examining subjects across temporal dimensions.
- (R7)
- The system should facilitate the combination of scientific/data-driven and popular-science/story-driven visualizations.
- (R8)
- The system data format shall be flexible, extensible, and widely compatible with existing applications and libraries, while supporting future scalability.
- (R9)
- The system should be user-friendly and communicate information clearly and concisely.
- (R10)
- The system should be aesthetically pleasing and involve a “wow” factor so that it provides initial engagement for users and then moves on from there.
3.2. Target Users
3.3. System Setup and Apparatus
3.4. Interaction
- Controller 1: Sortland (walkthrough video: https://boletsis.net/gaia/prototype2/index.html#v2, accessed on 17 October 2025) and Hadsel municipalities;
- Controller 2: Andøy municipality;
- Controller 3: Øksnes and Bø municipalities.
3.5. System Content
3.6. Content Visualization
- Basic: This interface type provides an overall perspective on a topic. It includes an approximately 100-word descriptive text and three related photographs (Figure 6a).
- Highlight: This interface type provides more detailed information about specific places on the map. It includes an approximately 100-word descriptive text for the overall topic, while selected places are supplemented with additional text-based descriptions and one to three related photographs (Figure 6b). On the 3D model, a “spotlight” visualization metaphor is employed (Figure 6c), highlighting the selected place to help users locate it easily.
- Slider: This interface type provides a temporal overview of a specific topic. It includes an approximately 100-word descriptive text and a slider for triggering the corresponding information. Each slider tag (i.e., time period) may be supplemented with additional descriptive text and graphics (Figure 6d).
3.7. Content Development
3.7.1. Local Data
- A JSON file containing the information to be displayed on the controllers. A short JSON snippet for a narrative (Basic interface type) is presented below, while a JSON example for the “Airports” narrative is provided in Appendix A.1. The snippet contains the legend information, a 100-word descriptive text, data source attribution, and three photographs with captions, essentially giving an interface output, like Figure 6a. All text is provided in both Norwegian and English.{“type”:“Feature”,“properties”:{“narrative_no”:“...”,“narrative_en”:“...”,“description”:{“no”:“...”,“en”:“...”},“media”:[{“image”:“...”,“caption”:“...”,“source”:“...”}],“legend”:{“no”:“...”,“en”:“...”}}}
- A GeoJSON file containing the geographic features to be visualized on the 3D model. A short GeoJSON snippet is presented below. A GeoJSON example for the “Airports” narrative, including all language variants and media fields, is provided in Appendix A.2. The snippet contains one geographical point, along with its title, which is displayed on the 3D model. This is visualized on the map as a colored dot at these coordinates, with the title written next to it.{“type”:“Feature”,“properties”:{“narrative_no”:“...”,“narrative_en”:“...”,“municipality”:“...”,“title_map”:“...”},“geometry”:{“type”:“Point”,“coordinates”:[...,...]}}
3.7.2. Real-Time Data
3.7.3. Video Animations
3.8. System Architecture
3.9. Explorative Work
- Content management system: A bespoke CMS, the PM Editor, was designed and implemented exclusively for the Gaia System to support narrative creation (Figure 9a,b). Its functionality is underpinned by the system’s robust JSON-based content backend, which ensures structured and consistent handling of content. The PM Editor enables non-technical users to author narratives (of the Basic interface type) through a structured page form. It can serve as a “playground” for museum employees to experiment with new narratives, and it may also be used by special interest groups (e.g., students) to contribute their own content to the Gaia System.
- Object tracking: Object tracking was explored as a means to enable gaming and gamified experiences (Figure 9c). For example, a toy boat placed on the 3D model could be detected and used to trigger a narrative, illustrating how physical objects might be incorporated into interactive storytelling concepts, also using the physical qualities of the 3D model.
- Natural user interfaces: Experiments were also conducted with electric paint connected to an Arduino-based Bare Conductive board (https://www.bareconductive.com/, accessed on 17 October 2025). In this setup, painted conductive surfaces on or around the 3D model (Figure 9d) could be touched to playfully trigger narratives, creating a tangible and gamified interaction experience that extended the possibilities of narrative activation.
- Marker-based augmented reality: The integration of augmented reality (AR) content on top of the Gaia System was explored as a way to extend the experience beyond projection mapping (Figure 9e). For example, AR could be used to visualize air traffic and CO2 emissions by utilizing the vertical dimension, which projection mapping alone cannot represent. In addition, AR offers an alternative activity for visitors who are observing rather than directly interacting with the touchscreens, thereby enhancing engagement for a broader audience.
4. Evaluation
- First, informed consent was obtained from all participants.
- Then, demographic questions about age, gender, and previous projection mapping experience were asked.
- To measure perceived usability, the 10-item System Usability Scale (SUS) questionnaire [12] was used. The SUS is an instrument that allows usability practitioners and researchers to measure the subjective usability of products and services. Specifically, it is a 10-item questionnaire that can be administered quickly and easily and returns scores ranging from 0 to 100. SUS scores can also be translated into adjective ratings, such as “worst imaginable”, “poor”, “OK”, “good”, “excellent”, and “best imaginable”, as well as into grade scales ranging from A to F. The SUS has been shown to be a reliable and valid instrument, robust with a small number of participants, and to have the distinct advantage of being technology-agnostic, which means it can be used to evaluate a wide range of hardware and software systems [12,13,14].
- Then, the short version of the User Experience Questionnaire (UEQ-S) was administered [15,16,17]. The UEQ-S consists of eight items expressed as bipolar adjective pairs. Four items measure Pragmatic Quality (e.g., “obstructive–supportive”, “complicated–easy”), while four items measure Hedonic Quality (e.g., “boring–exciting”, “conventional–inventive”). Responses are scored on a 7-point scale from −3 (extremely negative) to +3 (extremely positive). The UEQ-S also allows for benchmarking against established datasets of user experience evaluations across a wide range of products and systems. Compared to the full UEQ, the short version maintains good internal consistency and has been shown to be suitable for rapid feedback collection in constrained environments. Its main advantage is brevity, requiring less than two minutes to complete. This efficiency, however, comes at the cost of reduced granularity, as it does not cover all six dimensions of the original questionnaire (e.g., attractiveness, dependability). Despite this limitation, the UEQ-S remains a robust tool for capturing the core dimensions of user experience in time-sensitive contexts such as museum visits [15,16,17].
- Finally, participants were asked two open-ended questions regarding what they liked and what they did not like about the Gaia System. These questions were included to allow participants who wished to elaborate further on their usability and user experience impressions to provide more detailed feedback and to help the researchers pinpoint specific problematic areas. The responses were analyzed using open and axial coding, where the core concepts and themes were identified.
Results
- The SUS yielded a mean score of 84.14 (SD = 6.24), which corresponds to a SUS grade of B, based on the grading scale from [13]. According to the adjective rating scale, this score is positioned close to the “Excellent” category, indicating a high level of usability.
- The UEQ-S further provided insights into user perceptions (Figure 10). The results showed high values across both dimensions, with Pragmatic Quality achieving a mean of 1.89 (SD = 0.38) and Hedonic Quality achieving a mean of 1.96 (SD = 0.60). Therefore, the Overall score was also high, with a mean of 1.93 (SD = 0.35).
5. Discussion
5.1. Findings
5.2. Implications
- Designing PM installations to support multi-user experiences, accommodating both group engagement and simultaneous individual interactions, is promising. In the case of the Gaia System, visitors can observe museum staff presenting the PM content (Demonstration mode) or actively engage with the content independently (Visitor mode). At the same time, the content splitting enables multiple users to interact simultaneously, creating a co-located experience. Allowing visitors to choose between passive observation and active participation, while also sharing the experience with other users, represents a promising strategy for fostering engagement with museum content [18,19].
- Combining scientific, data-driven PM content with popular-scientific, story-oriented content is a compelling strategy. The Gaia System combines historical, current, forecast, and real-time geographical data (Table 1) with video animations (Table 2). Data-driven narratives were considered highly informative across a wide range of topics, while the video animations focused on specific subjects and were aesthetically pleasing and engaging. This combination leverages the strengths of both approaches, potentially creating PM content that is both engaging and informative [20,21].
- Clearly annotating, organizing, and carefully curating content to match the intended experience duration is significant for effective PM installations. One of the major takeaways from the Gaia System study is the need for clear temporal annotation of the content, as well as careful curation to align with the PM installation’s objectives and intended session duration. Naturally, content curation is an ongoing process, especially when current, real-time, and forecast data must be incorporated and regularly updated [22,23].
- Positioning museum staff as a key target group—acknowledging their expertise and accommodating their technical skills—is a promising strategy for creating manageable PM installations. In the Gaia System, museum staff were identified as a key target group because—apart from using the system themselves during Demonstration mode—they are also responsible for updating and curating its content. The backend, particularly the data-driven/local data component, was implemented to allow staff with limited technical expertise to edit the PM content. Moreover, further work on CMSs is underway to systematize this process even further. Consequently, treating museum staff as a key target group and facilitating their work may lead to improved visitor experiences [24,25].
- Employing familiar visualization metaphors enables users to readily interpret PM content. In the Gaia System, several popular map-based visualizations were used on the 3D model side. These metaphors align with everyday web use and widely known map applications, creating a user-friendly and familiar experience for visitors from the outset [26,27,28].
- Intuitive interaction metaphors and popular and widely recognized interfaces ensure usability for diverse audiences. In the Gaia System, users successfully interacted with a standard button-based web interface on the touchscreen controllers. This familiarity in the interaction design may influence users’ sense of agency and acceptance of the system [29,30].
- Adopting interoperable data standards is essential for ensuring scalability and portability across domains. For the Gaia System’s local data, the JSON standard was used with interoperability and scalability in mind. In this case, the chosen format is human-readable, which benefits museum staff who need to edit content, while also allowing files to be efficiently imported into a CMS. Interoperable data standards for PM installations can be a key factor in enabling system scalability and keeping content up to date [31,32].
- Explorative development work underscores the importance of continuous experimentation, iteration, and updating to maintain relevance and impact in museum environments. The current version of the Gaia System is the result of earlier exploratory work on enabling simultaneous interaction by multiple users through touchscreen controllers, as well as on content splitting. Exploratory work grounded in museum staff expertise, ideation, and diverse technologies can drive innovation in museum settings [19,33].
5.3. Study Limitations
- Single-site setting: The evaluation was conducted at a single museum site, providing a controlled and well-documented context but limiting how far the findings can be generalized beyond the local visitor demographic and exhibition practices.
- Convenience sampling: Participants were recruited from visitors and invited stakeholders attending the Gaia Arctic Summit and the RESIST consortium meeting, offering a practically available audience that was diverse and familiar with the exhibition themes. While this group may have been somewhat more engaged and technology-oriented than the average museum visitor, it was well suited to an early, exploratory study of a new interactive installation. Detailed education and professional data were not collected, as the study focused on a realistic mixed audience typical of museum contexts rather than segmented user profiling.
- Novelty effect: Because the system was both visually striking and recently introduced, some of the high usability and enjoyment ratings may have been influenced by novelty—a common and expected effect when audiences encounter emerging technologies.
- Self-report measures: The evaluation relied on well-established self-report instruments (SUS, UEQ-S) and qualitative feedback rather than behavioral logging. This was appropriate for assessing perceived usability and user experience at an early deployment stage, while future studies could complement it with detailed interaction analytics and longitudinal follow-up.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| 3D | Three-dimensional |
| AR | Augmented reality |
| CMS | Content management system |
| GeoJSON | Geographic JavaScript Object Notation |
| JSON | JavaScript Object Notation |
| MQTT | Message Queuing Telemetry Transport |
| PC | Personal computer |
| PM | Projection mapping |
| R | Requirement |
| SME | Small and medium-sized enterprise |
| SNTP | Simple Network Time Protocol |
| SUS | System Usability Scale |
| UEQ | User Experience Questionnaire |
| V-sync | Vertical synchronization |
Appendix A
Appendix A.1
- {“type”:“Feature”,“properties”:{“narrative_no”:“Lufthavner”,“narrative_en”:“Airports”,“source_data”:“Lorem Ipsum”,“legend_no”:“<img src=’/airports.png’>Lufthavner<img src=’...”,“legend_en”:“<img src=’/airports.png’>Airports<img src=’...”,“description_no”:“I Vesterålen...”,“description_en”:“In Vesterålen...”,“image1”:“/narratives/lufthavner1.jpg”,“image1_caption_no”:“Caption Lorem Ipsum”,“image1_caption_en”:“Caption Lorem Ipsum”,“image1_source”:“Lorem Ipsum”,“image2”:“/narratives/lufthavner2.jpg”,“image2_caption_no”:“Caption Lorem Ipsum”,“image2_caption_en”:“Caption Lorem Ipsum”,“image2_source”:“Lorem Ipsum”,“image3”:“/narratives/lufthavner3.jpg”,“image3_caption_no”:“Caption Lorem Ipsum”,“image3_caption_en”:“Caption Lorem Ipsum”,“image3_source”:“Source Lorem Ipsum”}}
Appendix A.2
- {“type”:“Feature”,“properties”:{“narrative_no”:“Lufthavner”,“narrative_en”:“Airports”,“municipality”:“Hadsel”,“title_map”:“Stokmarknes (SKN)”},“geometry”: {“type”:“Point”,“coordinates”:[15.024340355439733,68.5807389927052]}}
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| Themes | Narratives |
|---|---|
| Municipalities | Andøy C, Bø C, Hadsel C, Sortland C, Øksnes C |
| Infrastructure | Maritime C, Road network C, Lighthouses and lanterns C, Coastal express C, Roads H, Airports C |
| Climate | Weather stations HC, Climate challenges CF |
| Settlements | Population development HC |
| Waste | Farm mounds H, Unregulated dump sites H, Municipal landfills HC, Reno-Vest recycling stations C |
| Wildlife | Moose C, Greylag goose C, Grey gull C, Cod C, Orca C |
| Agriculture | Cultivable land C, Peatland C, Animal types C, Sheep per sq.km C, Released sheep-lambs C, Lost sheep-lambs C, Overgrowth C |
| The Sea | Fishing vessels HR, Cargo ships HR, Passenger ships HR, All vessels HR, Fishing facilities R, Fish farming C, Boat discoveries C |
| GaiaDrøv | Sheep in real time R |
| Title | Description | Duration |
|---|---|---|
| Tussa and the Trolls | Animation based on a local fairytale explaining how certain landscape features in the area came to be. Displayed on all three screens surrounding the model and on the model surface. | 3 min 3 s |
| The Shelf Edge (Eggakanten) | Playful animated background for the sea-depth layer, showing sea creatures, submarines, and a shipwreck in a continuous loop projected behind the live layers. | 3 min (loop) |
| Metric | Mean | SD |
|---|---|---|
| SUS | 84.14 | 6.24 |
| UEQ-S Overall | 1.93 | 0.35 |
| UEQ-S Pragmatic Quality | 1.89 | 0.38 |
| UEQ-S Hedonic Quality | 1.96 | 0.60 |
| Positive remarks |
| + The projection mapping was impressive, with high-quality colors, resolution, and map visualization. |
| + It was easy to independently interact, use the touchscreens and access the available information. |
| + The projection mapping video animations were impressive and informative. |
| + I learned about the region’s history and current issues. |
| + The real-time data delivered an instant sense of the real world. |
| Negative remarks |
| − There was too much information, and I needed more time to explore all narratives. |
| − Layers of information sometimes overlapped when switching quickly (bug). |
| − It was challenging, sometimes, to understand which information referred to the past, the present, and the future. |
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Share and Cite
Boletsis, C.; Prillard, O. The Gaia System: Revolutionizing Museum Storytelling with Projection Mapping. Virtual Worlds 2025, 4, 49. https://doi.org/10.3390/virtualworlds4040049
Boletsis C, Prillard O. The Gaia System: Revolutionizing Museum Storytelling with Projection Mapping. Virtual Worlds. 2025; 4(4):49. https://doi.org/10.3390/virtualworlds4040049
Chicago/Turabian StyleBoletsis, Costas, and Ophelia Prillard. 2025. "The Gaia System: Revolutionizing Museum Storytelling with Projection Mapping" Virtual Worlds 4, no. 4: 49. https://doi.org/10.3390/virtualworlds4040049
APA StyleBoletsis, C., & Prillard, O. (2025). The Gaia System: Revolutionizing Museum Storytelling with Projection Mapping. Virtual Worlds, 4(4), 49. https://doi.org/10.3390/virtualworlds4040049

