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15 pages, 2127 KiB  
Article
Accessible Interface for Museum Geological Exhibitions: PETRA—A Gesture-Controlled Experience of Three-Dimensional Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2025, 15(8), 775; https://doi.org/10.3390/min15080775 - 24 Jul 2025
Viewed by 468
Abstract
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as [...] Read more.
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as VR/AR systems and traditional touchscreen kiosks, creating a clear need for more intuitive, accessible, and more engaging and inclusive solutions. This paper presents PETRA, an open-source, gesture-controlled system for exploring 3D rocks and minerals. Developed in the TouchDesigner environment, PETRA utilizes a standard webcam and the MediaPipe framework to translate natural hand movements into real-time manipulation of digital specimens, requiring no specialized hardware. The system provides a customizable, node-based framework for creating touchless, interactive exhibits. Successfully evaluated during a “Long Night of Museums” public event with 550 visitors, direct qualitative observations confirmed high user engagement, rapid instruction-free learnability across diverse age groups, and robust system stability in a continuous-use setting. As a practical case study, PETRA demonstrates that low-cost, webcam-based gesture control is a viable solution for creating accessible and immersive learning experiences. This work offers a significant contribution to the fields of digital mineralogy, human–machine interaction, and cultural heritage by providing a hygienic, scalable, and socially engaging method for interacting with geological collections. This research confirms that as digital archives grow, the development of human-centered interfaces is paramount in unlocking their full scientific and educational potential. Full article
(This article belongs to the Special Issue 3D Technologies and Machine Learning in Mineral Sciences)
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13 pages, 3210 KiB  
Article
Bridging Tradition and Innovation: Transformative Educational Practices in Museums with AI and VR
by Michele Domenico Todino, Eliza Pitri, Argyro Fella, Antonia Michaelidou, Lucia Campitiello, Francesca Placanica, Stefano Di Tore and Maurizio Sibilio
Computers 2025, 14(7), 257; https://doi.org/10.3390/computers14070257 - 30 Jun 2025
Viewed by 947
Abstract
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and [...] Read more.
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and the University of Nicosia has developed virtual museum environments using virtual reality (VR) to enhance engagement with cultural heritage. These projects aim to make museums more accessible and interactive, with future potential in integrating artificial intelligence NPC and VR strategies for personalized visitor experiences of the Nicosia Folk Art Museum. Full article
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32 pages, 4414 KiB  
Article
Multisensory Digital Heritage Spaces as Smart Environments in Sustainable Architectural Design
by Weidi Zhang and Ningxin Du
Buildings 2025, 15(13), 2181; https://doi.org/10.3390/buildings15132181 - 22 Jun 2025
Viewed by 540
Abstract
In the context of sustainable architecture, buildings are no longer isolated entities but are integral components of a broader built environment that shapes and responds to human life. As part of this evolving architectural landscape, immersive digital cultural heritage spaces—such as virtual museums—are [...] Read more.
In the context of sustainable architecture, buildings are no longer isolated entities but are integral components of a broader built environment that shapes and responds to human life. As part of this evolving architectural landscape, immersive digital cultural heritage spaces—such as virtual museums—are emerging as dynamic environments that contribute not only to cultural preservation but also to human well-being. This study examines how multisensory spatial design in virtual heritage environments can meet the physical, psychological, and emotional needs of users, aligning with the principles of smart, responsive architecture. A total of 325 participants experienced three immersive VR scenarios integrating different sensory inputs: visual–auditory, visual–auditory–tactile, and visual–auditory–olfactory. Through factor analyses, a three-dimensional model of user experience was identified, encompassing immersion, cultural engagement, and personalization. Structural equation modeling revealed that informational clarity significantly enhanced immersion (β = 0.617, p < 0.001), while emotional resonance was central to personalization (β = 0.571, p < 0.001). Moreover, ANOVA results indicated significant experiential differences among sensory conditions (F = 4.324, p = 0.014), with the visual–auditory modality receiving the highest user ratings. These findings demonstrate how digital cultural spaces—when designed with human sensory systems in mind—can foster emotionally rich, informative, and sustainable environments. By extending the role of architecture into the digital domain, this study offers insight into how technology, when guided by human-centered design, can create smart environments that support both ecological responsibility and enhanced human experience. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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23 pages, 1271 KiB  
Article
The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions
by Sungbok Chang and Jungho Suh
Sensors 2025, 25(9), 2914; https://doi.org/10.3390/s25092914 - 5 May 2025
Viewed by 2032
Abstract
Recent advancements in virtual reality (VR) technology have introduced a new paradigm in exhibition culture, with digital storytelling emerging as a crucial component supporting this transformation. Particularly in virtual exhibitions, digital storytelling serves as a key medium for enhancing user experience and maximizing [...] Read more.
Recent advancements in virtual reality (VR) technology have introduced a new paradigm in exhibition culture, with digital storytelling emerging as a crucial component supporting this transformation. Particularly in virtual exhibitions, digital storytelling serves as a key medium for enhancing user experience and maximizing immersion, thereby fostering continuous usage intention. However, systematic research on the structural influence of VR-based digital storytelling on user experience remains insufficient. To address this research gap, this study examines the impact of key components of digital storytelling in VR—namely, interest, emotion, and educational value—on presence, immersion, enjoyment, and continuous usage intention through path analysis. The results indicate that interest, emotion, and educational value all have a significant positive effect on presence. Furthermore, while interest and emotion positively influence immersion, educational value does not show a statistically significant effect. Presence, in turn, has a positive effect on immersion, enjoyment, and continuous usage intention, while immersion also positively influences enjoyment and continuous usage intention. Finally, enjoyment was found to have a significant positive effect on continuous usage intention. This study empirically validates the effectiveness of digital storytelling in virtual exhibition environments, offering valuable academic and practical insights. Theoretically, it contributes to the field by elucidating the complex and hierarchical relationships among three core factors—interest, emotion, and educational value—and their impact on user experience. Practically, the findings provide strategic guidelines for designing virtual exhibitions that maximize user immersion and satisfaction, reaffirming the importance of storytelling content that emphasizes interest and emotion. Full article
(This article belongs to the Section Sensing and Imaging)
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23 pages, 7992 KiB  
Article
Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
by Sumalee Sangamuang, Natchaya Wongwan, Kannikar Intawong, Songpon Khanchai and Kitti Puritat
Informatics 2025, 12(1), 27; https://doi.org/10.3390/informatics12010027 - 3 Mar 2025
Cited by 8 | Viewed by 3063
Abstract
Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational and entertainment contexts, its impact on user experiences in virtual cultural heritage [...] Read more.
Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational and entertainment contexts, its impact on user experiences in virtual cultural heritage museums remains underexplored. Prior research has focused primarily on engagement and enjoyment in gamified virtual environments but has not sufficiently distinguished between hedonic (pleasure-driven) and eudaimonic (meaning-driven) experiences or their impact on learning outcomes. This study aims to address this gap by comparing gamified and non-gamified virtual museum designs to evaluate their effects on hedonic and eudaimonic experiences, knowledge acquisition, and behavioral engagement. Using a quasi-experimental approach with 70 participants, the findings indicate that gamification significantly enhances hedonic experiences, including enjoyment, engagement, and satisfaction, while fostering prolonged interaction and deeper exploration. However, eudaimonic outcomes such as personal growth and reflection did not exhibit statistically significant differences. These results underscore the potential of gamified VR environments to balance entertainment and educational value, offering insights into user-centered design strategies for virtual museum systems that bridge technology, culture, and engagement. Full article
(This article belongs to the Section Human-Computer Interaction)
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31 pages, 19426 KiB  
Article
A Reconstruction of the Shrine of the Prophet Nahum: An Analysis of 3D Documentation Methods and Data Transfer Technology for Virtual and Augmented Realities
by Karel Pavelka, Karel Pavelka and Lukáš Běloch
Appl. Sci. 2025, 15(2), 1000; https://doi.org/10.3390/app15021000 - 20 Jan 2025
Viewed by 1597
Abstract
This article focuses on modern methods of documentation and visualization for a historic object. Digital photogrammetry and terrestrial laser scanning (TLS), which are essential tools for documenting cultural heritage in view of their rapid development in recent years, were used, compared, and analyzed. [...] Read more.
This article focuses on modern methods of documentation and visualization for a historic object. Digital photogrammetry and terrestrial laser scanning (TLS), which are essential tools for documenting cultural heritage in view of their rapid development in recent years, were used, compared, and analyzed. Furthermore, the use of available 3D computer graphics technologies for visualization is described and an optimal procedure for converting the object into VR and AR is proposed and implemented. The technologies presented in this article were tested within the context of a project on the reconstruction of the shrine of the Prophet Nahum in the city of Alqosh in northern Iraq, taking the shrine as a case study. Funded by ARCH Int. and provided by GemaArt Int., the restoration project started in 2018 and was completed in 2021. The ongoing documentation was prepared by the CTU and it used the materials for research purposes. Accurate documentation using photogrammetry, drones, and TLS was key to the restoration. Leica BLK360, Faro Focus S150, and GeoSlam laser scanners were used, as well as photogrammetric methods. In particular, the documentation process involved the creation of 3D textured models from the photogrammetry, which were compared to the TLS data to ensure accuracy. These models were necessary to track changes during the reconstruction phases and to calculate the volumes of rubble removed and materials added. Our data analysis revealed significant differences between the construction logs and the analysis of the accurate 3D models; the results showed an underestimation of the displaced material statements by 13.4% for removed material and 4.6% for added material. The use of heat maps and volumetric analyses helped to identify areas of significant change that guided the reconstruction and documented significant changes to the building for the investor. These findings are important for use in the construction industry with respect to historic sites as well as for further research focused on visualization using VR (virtual reality) and AR (augmented reality). The conversion of existing 3D models into VR and AR is rapidly evolving and significant progress was made during this project. The Unreal Engine (UE) game engine was used. Despite the significantly improved performance of the new UE 5 version, the data for conversion to VR and AR needs to be decimated to reduce the amount—in our case, this was by up to 90%. The quality appearance of the objects is then ensured by textures. An important outcome of this part of the research was the debugged workflow developed to optimize the 3D models for VR, which was essential for creating a virtual museum that shows the restoration process. Full article
(This article belongs to the Special Issue Advanced Technologies in Cultural Heritage)
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24 pages, 7093 KiB  
Article
Comparison of Manual, Automatic, and Voice Control in Wheelchair Navigation Simulation in Virtual Environments: Performance Evaluation of User and Motion Sickness
by Enrique Antonio Pedroza-Santiago, José Emilio Quiroz-Ibarra, Erik René Bojorges-Valdez and Miguel Ángel Padilla-Castañeda
Sensors 2025, 25(2), 530; https://doi.org/10.3390/s25020530 - 17 Jan 2025
Cited by 1 | Viewed by 1422
Abstract
Mobility is essential for individuals with physical disabilities, and wheelchairs significantly enhance their quality of life. Recent advancements focus on developing sophisticated control systems for effective and efficient interaction. This study evaluates the usability and performance of three wheelchair control modes manual, automatic, [...] Read more.
Mobility is essential for individuals with physical disabilities, and wheelchairs significantly enhance their quality of life. Recent advancements focus on developing sophisticated control systems for effective and efficient interaction. This study evaluates the usability and performance of three wheelchair control modes manual, automatic, and voice controlled using a virtual reality (VR) simulation tool. VR provides a controlled and repeatable environment to assess navigation performance and motion sickness across three scenarios: supermarket, museum, and city. Twenty participants completed nine tests each, resulting in 180 trials. Findings revealed significant differences in navigation efficiency, distance, and collision rates across control modes and scenarios. Automatic control consistently achieved faster navigation times and fewer collisions, particularly in the supermarket. Manual control offered precision but required greater user effort. Voice control, while intuitive, resulted in longer distances traveled and higher collision rates in complex scenarios like the city. Motion sickness levels varied across scenarios, with higher discomfort reported in the city during voice and automatic control. Participant feedback, gathered via a Likert scale questionnaire, highlighted the potential of VR simulation for evaluating user comfort and performance. This research underscores the advantages of VR-based testing for rapid prototyping and user-centered design, offering valuable insights into improving wheelchair control systems. Future work will explore adaptive algorithms to enhance usability and accessibility in real world applications. Full article
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25 pages, 17031 KiB  
Article
Expanding Understandings of Curatorial Practice Through Virtual Exhibition Building
by Francesca Albrezzi
Arts 2024, 13(5), 162; https://doi.org/10.3390/arts13050162 - 20 Oct 2024
Viewed by 3409
Abstract
This article reflects on the translation of gallery space into a virtually immersive experience in an era of remote access. Curators and scholars such as Mary Nooter Roberts, Susan Vogel, Carol Duncan, Tony Bennet, Stephen Greenblatt, Judith Mastai, and Barbara Kirshenblatt-Gimblett have discussed [...] Read more.
This article reflects on the translation of gallery space into a virtually immersive experience in an era of remote access. Curators and scholars such as Mary Nooter Roberts, Susan Vogel, Carol Duncan, Tony Bennet, Stephen Greenblatt, Judith Mastai, and Barbara Kirshenblatt-Gimblett have discussed the myriad of ways in which the experience of culturally significant objects and sites in person has been critical to the study of art and its history. Focusing on theories of curation and display, I utilize practice-based examples from six virtual reality (VR) exhibitions produced in three different institutional contexts: the International Journal of Digital Art History’s online gallery, the European Cultural Center’s Performance Art program, and the Digital Humanities program at the University of California, Los Angeles. By documenting and analyzing the extended reality (XR) methods employed and the methodological approaches to the digital curatorial work, I address some of the challenges and opportunities of presenting objects in virtual space, offering comparisons to those faced when building physical exhibitions. I also consider how digital modalities provide a distinctly different paradigm for epistemologies of art and culture that offer greater contextualized understandings and can reshape exhibition documentation and the teaching of curatorial practice and museum studies. Full article
(This article belongs to the Special Issue Framing the Virtual: New Technologies and Immersive Exhibitions)
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15 pages, 3983 KiB  
Article
Virtual Reality-Based Alcohol Prevention: The Results of a Cross-Sectional Study with Visitors of an Art Exhibition
by Robert Hrynyschyn, Sergej Kucenko, Patricia Bianca Lyk, Gunver Majgaard, Susanne Rockweiler, Sara Stehr and Christiane Stock
Adolescents 2024, 4(4), 469-483; https://doi.org/10.3390/adolescents4040033 - 18 Oct 2024
Viewed by 1506
Abstract
Virtual reality (VR) can help to prevent alcohol consumption by simulating peer pressure. While existing VR applications for adolescents are primarily tested in schools, expanding them to museums and art galleries offers setting-specific benefits and could enhance their reach. An interactive VR simulation [...] Read more.
Virtual reality (VR) can help to prevent alcohol consumption by simulating peer pressure. While existing VR applications for adolescents are primarily tested in schools, expanding them to museums and art galleries offers setting-specific benefits and could enhance their reach. An interactive VR simulation was presented in an art exhibition on substance use reflection. This study aimed to (1) describe visitor experiences with the simulation and (2) analyse differences according to gender and age. Visitors (n = 293) explored Virtual LimitLab for about 15 min before completing a survey on user experience and perceived learning experiences, which also included open questions on its positive and negative aspects. The quantitative user experience and perceived learning experience items were rated positively, except for knowledge increase. Young visitors (≤18 years of age) perceived Virtual LimitLab as more interesting (p = 0.043) and exciting (p = 0.047) than older ones. Female visitors rated the reflective response (p = 0.016) and sensitisation to social pressure (p = 0.024) higher than males. The qualitative evaluation showed that visitors appreciated the simulation’s realism, authenticity and adaptability. VR-based public health interventions in the arts setting need further research to study their preventive potential. Full article
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31 pages, 5975 KiB  
Article
Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project
by Vasileios Komianos, Athanasios Tsipis and Katerina Kontopanagou
Technologies 2024, 12(10), 196; https://doi.org/10.3390/technologies12100196 - 13 Oct 2024
Cited by 5 | Viewed by 6233
Abstract
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their [...] Read more.
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their audience. This article aims to bridge this gap by presenting a complete workflow including systematic requirements analysis, design guidelines, and development solutions based on knowledge extracted from previous relevant projects. The article focuses on virtual museums covering key challenges including compatibility, accessibility, usability, navigation, interaction, computational performance and graphics quality, and provides a design schema for integrating virtual museums into such projects. Following this approach, a number of applications are presented. Their performance with respect to the aforementioned key challenges is evaluated. Users are invited to assess them, providing positive results. To assess the virtual museum’s ability to attract a broader audience beyond the usual target group, a group of underserved minorities are also invited to use and evaluate it, generating encouraging outcomes. Concluding, results show that the presented workflow succeeds in yielding high-quality applications for cultural heritage communication and attraction of wider audiences, and outlines directions for further improvements in digitized heritage applications. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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23 pages, 15914 KiB  
Article
Navigating Maritime Heritage: An Immersive Virtual Tour of the USS Drum Submarine Museum
by Junshan Liu, Danielle S. Willkens and Jeffery Scott Kim
Histories 2024, 4(3), 346-368; https://doi.org/10.3390/histories4030017 - 1 Sep 2024
Cited by 1 | Viewed by 2406
Abstract
Virtual Reality (VR) technology has revolutionized the preservation and interpretation of heritage sites. This study focuses on developing an immersive 360-degree virtual tour (VT) for the USS Drum Submarine Museum in Mobile, Alabama, USA, incorporating oral histories to enhance the accessibility and visitor [...] Read more.
Virtual Reality (VR) technology has revolutionized the preservation and interpretation of heritage sites. This study focuses on developing an immersive 360-degree virtual tour (VT) for the USS Drum Submarine Museum in Mobile, Alabama, USA, incorporating oral histories to enhance the accessibility and visitor experiences. The project addresses the need for innovative methods to present maritime history effectively. Using Matterport technology, detailed 3D imagery of the USS Drum was captured and processed, integrating multimedia elements and oral histories from a veteran USS Drum crew member to provide a richer historical narrative. A user experience study gathered feedback from virtual visitors, who offered quantitative and qualitative responses. The research findings indicate that the VT significantly enhances visitor engagement and historical understanding, with high satisfaction rates for visual quality and oral histories, though some users experienced technical challenges and difficulties. This study demonstrates the potential of combining immersive VTs with oral histories to create engaging educational experiences, preserving the USS Drum’s legacy and making it accessible to a broader audience, including those unable to visit in person. Furthermore, this project sets a precedent for museums to leverage digital tools in preserving and promoting maritime heritage and oral histories. Full article
(This article belongs to the Section Cultural History)
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16 pages, 2264 KiB  
Article
Enhancing User Experience in Virtual Museums: Impact of Finger Vibrotactile Feedback
by Ravichandran Gayathri and Sanghun Nam
Appl. Sci. 2024, 14(15), 6593; https://doi.org/10.3390/app14156593 - 28 Jul 2024
Cited by 1 | Viewed by 2707
Abstract
Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, [...] Read more.
Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, enhancing user interaction with virtual artifacts. Our research investigates the impact of finger-specific vibrotactile feedback (FSVF) on user experience in virtual museum environments. Using a mixed-methods approach, 30 participants engaged in object-manipulation tasks in three settings: no haptic feedback, standard controller feedback, and vibrotactile glove feedback. The findings demonstrate that the vibrotactile glove approach considerably improves user accuracy, efficiency, immersion, and satisfaction compared with other traditional interaction methods. Participants completed tasks more accurately and quickly with the glove, reporting high levels of engagement and immersion. The results highlight the potential of advanced haptic feedback in transforming virtual reality technology, particularly for educational and cultural applications. Further, they provide valuable insights for designing and applying future haptic technology in immersive environments. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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14 pages, 4286 KiB  
Article
Development and Validation of Virtual Reality Scenarios to Improve Disability Awareness among Museum Employees
by Salman Nourbakhsh, Ume Salmah Abdul Rehman, Hélène Carbonneau and Philippe S. Archambault
Disabilities 2024, 4(3), 525-538; https://doi.org/10.3390/disabilities4030033 - 24 Jul 2024
Cited by 2 | Viewed by 2116
Abstract
To improve inclusion of persons with disabilities (PWD), it is important to create suitable physical and social environments. This can be done by improving awareness about disability, specifically for employees working in the service and cultural sectors. Virtual reality (VR) simulation can be [...] Read more.
To improve inclusion of persons with disabilities (PWD), it is important to create suitable physical and social environments. This can be done by improving awareness about disability, specifically for employees working in the service and cultural sectors. Virtual reality (VR) simulation can be advantageous by providing an engaging experience highlighting physical accessibility issues, as well as social interactions with virtual avatars. This study’s objective was to validate the content of two disability awareness VR scenarios in museum employees and individuals with disabilities in terms of perceived usefulness. Five PWD and seven museum employees experienced two VR scenarios illustrating a museum visit for a person with low vision or using a wheelchair. The scenarios consisted of different scenes such as finding an accessible entrance and interacting with virtual employees. Participants were interviewed about their experience, with questions related to the realism of the scenarios and their perceived usefulness. Four main themes were identified specifically: emotions, experience, usefulness, and realism. Our scenarios were seen as useful in describing social and physical barriers experienced by PWD. VR can be a valid tool to promote disability awareness among employees in a sociocultural setting, representing a step towards the inclusion of PWD. Full article
(This article belongs to the Special Issue Mobility, Access, and Participation for Disabled People)
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16 pages, 14619 KiB  
Article
Virtual Reality in Cultural Heritage: A Setup for Balzi Rossi Museum
by Saverio Iacono, Matteo Scaramuzzino, Luca Martini, Chiara Panelli, Daniele Zolezzi, Massimo Perotti, Antonella Traverso and Gianni Viardo Vercelli
Appl. Sci. 2024, 14(9), 3562; https://doi.org/10.3390/app14093562 - 23 Apr 2024
Cited by 9 | Viewed by 4190
Abstract
This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and [...] Read more.
This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and convey the site’s heritage through advanced VR technology. Photogrammetry was used for 3D reconstruction of the entire Balzi Rossi coastal cliffs, including the notable “Caviglione” and “Florestano” caves, known for their upper Paleolithic rock engravings. Two subsequent development phases produced the final public VR experience, incorporating Nanite technology for enhanced visual fidelity. This advancement resulted in a more detailed and immersive VR experience, presenting the Balzi Rossi cliffs across different historical periods, including the Würm glaciation. Key to this phase was optimizing the VR experience for performance, focusing on stable frame rates and minimizing motion sickness, and integrating a multi-lingual interface for broader accessibility. Since November 2023, the VR setup at Balzi Rossi Museum has been an educational and interactive feature enabling visitors to virtually explore the site’s history. This study aims to describe a process for optimizing and enabling the creation of VR experiences while maintaining a high polygon count within the context of small teams. Full article
(This article belongs to the Special Issue Recent Advances in 3D Reconstruction, 3D Imaging and Virtual Reality)
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23 pages, 2925 KiB  
Article
Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand
by Suepphong Chernbumroong, Pakinee Ariya, Suratchanee Yolthasart, Natchaya Wongwan, Kannikar Intawong and Kitti Puritat
Heritage 2024, 7(4), 1870-1892; https://doi.org/10.3390/heritage7040089 - 24 Mar 2024
Cited by 14 | Viewed by 3854
Abstract
Virtual reality (VR) is increasingly employed in various domains, notably enhancing learning and experiences in cultural heritage (CH). This study examines the effects of gamified and non-gamified VR experiences within virtual museum environments, highlighting the concept of a digital twin and its focus [...] Read more.
Virtual reality (VR) is increasingly employed in various domains, notably enhancing learning and experiences in cultural heritage (CH). This study examines the effects of gamified and non-gamified VR experiences within virtual museum environments, highlighting the concept of a digital twin and its focus on cultural heritage. It explores how these VR modalities affect visitor motivation, engagement, and learning outcomes. For this purpose, two versions were developed: a gamified virtual reality version incorporating interactive gaming elements like achievements, profiles, leaderboards, and quizzes and a non-gamified virtual reality version devoid of these elements. This study, using an experimental design with 76 participants (38 in each group for the gamified and non-gamified experiences), leverages the Wieng Yong House Museum’s digital twin and its fabric collection to assess the educational and experiential quality of virtual museum visits. The findings indicate that while gamification significantly boosts the reward dimension of visitor engagement, its influence is most pronounced in the effort dimension of motivation; however, its impact on learning outcomes is less marked. These insights are instrumental for integrating VR and gamification into museum environments. Full article
(This article belongs to the Special Issue XR and Artificial Intelligence for Heritage)
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