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Keywords = mixed reality and museums

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22 pages, 15463 KiB  
Article
Contrasting Physical and Virtual Museum Experiences: A Study of Audience Behavior in Replica-Based Environments
by Haojun Xu, Yuzhi Li and Feng Tian
Sensors 2025, 25(13), 4046; https://doi.org/10.3390/s25134046 - 29 Jun 2025
Viewed by 602
Abstract
This study explores the differences in audience behavior between virtual museums and physical museums. The replica-based virtual museum (RVM) was developed to replicate the exhibit layout of physical museums and support multi-user online visits. The study introduces the RVM-Interaction (RVM-I), which incorporates interactive [...] Read more.
This study explores the differences in audience behavior between virtual museums and physical museums. The replica-based virtual museum (RVM) was developed to replicate the exhibit layout of physical museums and support multi-user online visits. The study introduces the RVM-Interaction (RVM-I), which incorporates interactive features to enhance user engagement. In the experiment, 24 participants experienced a physical museum (PM), RVM, RVM-I, and a traditional PC-based virtual museum, with their impressions and behavioral patterns recorded. The results indicate no significant differences between RVM and PM in terms of satisfaction, immersion, aesthetic experience, and social interaction. RVM-I significantly enhanced the participants’ experience through its interactive capabilities. Path analysis shows that both RVM and RVM-I improved audience efficiency, with RVM-I transforming the circumferential, space-based art appreciation found in PM and RVM into a stationary, space-based form, making RVM-I more engaging than RVM. These findings offer valuable insights for the design and development of virtual museum experiences that maintain spatial fidelity to physical exhibitions while enhancing user engagement through interactivity. Full article
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61 pages, 11381 KiB  
Article
Multisensory Museums, Hybrid Realities, Narration, and Technological Innovation: A Discussion Around New Perspectives in Experience Design and Sense of Authenticity
by Eva Pietroni
Heritage 2025, 8(4), 130; https://doi.org/10.3390/heritage8040130 - 3 Apr 2025
Viewed by 2806
Abstract
This paper examines multisensory museums, envisioned as extended or hybrid realities where the physical and digital coexist to offer cognitively and emotionally engaging experiences to the public, while enhancing the sense of authenticity. Multisensory communication can improve accessibility, as it conveys the content [...] Read more.
This paper examines multisensory museums, envisioned as extended or hybrid realities where the physical and digital coexist to offer cognitively and emotionally engaging experiences to the public, while enhancing the sense of authenticity. Multisensory communication can improve accessibility, as it conveys the content through multiple perceptual channels, and it can solicit more inclusive, participatory, and creative audience engagement through the stimulation of emotions. A methodological approach to digitisation, communication strategies, interaction, creative storytelling, immersive technologies, and accessibility issues are discussed in depth, in relation to emerging museological practices. Machine learning and generative AI are opening new scenarios in management practices and decision-making, in data analyses and in natural language processing, and in the creation of personalised content addressed to the audience. A short overview about how these algorithms evolve and work is presented, considering the challenges, threats, expectations, and ethical implications they pose. Another key topic is the sense of authenticity. How is it changing in today’s users? How do virtual and mixed realities, storytelling, and user experience design in museums influence it? This paper explores these issues, presenting some case studies which have cultural, social, philosophical, and ethical implications, at a time when museums are redesigning their role in a society undergoing profound transformation. Full article
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26 pages, 4853 KiB  
Review
A Bibliometric Analysis of Museum Visitors’ Experiences Research
by Tesfaye Fentaw Nigatu, Alexander Trupp and Pek Yen Teh
Heritage 2024, 7(10), 5495-5520; https://doi.org/10.3390/heritage7100260 - 4 Oct 2024
Cited by 4 | Viewed by 5884
Abstract
This study identified research trends, intellectual connections, and social connections in the field of museum visitor experiences. It also outlines future research to understand existing scientific research and shed light on key areas of research. The study reviewed 407 articles published in peer-reviewed [...] Read more.
This study identified research trends, intellectual connections, and social connections in the field of museum visitor experiences. It also outlines future research to understand existing scientific research and shed light on key areas of research. The study reviewed 407 articles published in peer-reviewed journal articles, which were generated from the Scopus database. Bibliometric analysis software VOSviewer and Harzing POP were used. Citation analysis, co-authorship analysis, bibliometric coupling, and co-occurrence analysis have been employed. Findings highlight the need for increased representation from scholars in the Global South to ensure a more inclusive and comprehensive understanding of museum visitors’ experiences worldwide. Nine key research areas for future studies were identified: sustainability, mixed reality, social media, accessibility, emotion, co-creation, interpretation, exhibition, and museum visitors’ experience and engagement. The results benefit stakeholders and researchers by allowing them to stay informed about the latest developments and breakthroughs in the global academic landscape and visitors’ experiences in museums. Full article
(This article belongs to the Section Museum and Heritage)
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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 2700
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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17 pages, 7855 KiB  
Article
Utilizing Stereography to Compare Cultural Heritage in the Past and Now: An Interactive AR Application
by Cecilia Maria Bolognesi, Daniele Sorrenti and Deida Bassorizzi
Appl. Sci. 2023, 13(15), 8773; https://doi.org/10.3390/app13158773 - 29 Jul 2023
Cited by 2 | Viewed by 1646
Abstract
Due to the astonishing speed in technological progress for new heterogeneous experiences, the Mixed Reality continuum represents nowadays an invaluable tool for cultural heritage applications, and the possibility of seemingly natural interaction with virtual elements is paving the way for more immerse, ve [...] Read more.
Due to the astonishing speed in technological progress for new heterogeneous experiences, the Mixed Reality continuum represents nowadays an invaluable tool for cultural heritage applications, and the possibility of seemingly natural interaction with virtual elements is paving the way for more immerse, ve and deeply enjoyable experiences, both in dedicated spaces, such as museums and exhibitions, and in public spaces via the latest mobile AR technologies. This paper illustrates the complete workflow followed for the design and implementation of an Augmented Reality application on a holographic table, along with critical latency-quality tradeoffs encountered when combining both high-fidelity surveys and latency-sensibility devices and experiences. A workaround is provided in order to mitigate the impact of low-importance models on the overall latency utilizing a software toolchain employing Google Maps/Earth web applications; each software comprises the toolchain Free and Open-Source Software (FOSS) for a more adaptive workaround with a wider range of suitable applications. The application is then tested with the students of LaborA, which is the modeling laboratory of “Politecnico di Milano”. Full article
(This article belongs to the Special Issue Advanced Technologies in Digitizing Cultural Heritage Volume II)
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22 pages, 4763 KiB  
Article
Hand-Controlled User Interfacing for Head-Mounted Augmented Reality Learning Environments
by Jennifer Challenor, David White and David Murphy
Multimodal Technol. Interact. 2023, 7(6), 55; https://doi.org/10.3390/mti7060055 - 26 May 2023
Cited by 8 | Viewed by 2492
Abstract
With the rapid expansion of technology and hardware availability within the field of Augmented Reality, building and deploying Augmented Reality learning environments has become more logistically viable than ever before. In this paper, we focus on the development of a new mobile learning [...] Read more.
With the rapid expansion of technology and hardware availability within the field of Augmented Reality, building and deploying Augmented Reality learning environments has become more logistically viable than ever before. In this paper, we focus on the development of a new mobile learning experience for a museum by combining multiple technologies to provide additional Human–computer interaction possibilities. This is both to reduce barriers to entry for end-users as well as provide natural interaction methods. Using our method, we implemented a new approach to gesture-based interactions for Augmented Reality interactions by combining two devices, a Leap Motion and a Microsoft HoloLens (1st Generation), via an intermediary device with the use of local-area networking. This was carried out with the intention of comparing this method against alternative forms of Augmented Reality to determine which implementation has the largest impact on adult learners’ ability to retain information. A control group has been used to establish data on memory retention without the use of Augmented Reality technology, along with three focus groups to explore the different methods and locations. Results found that adult learners retain the most overall information when being educated through a traditional lecture, with a statistically significant difference between the methods; however, the use of Augmented Reality resulted in a slower rate of knowledge decay between testing intervals. This contrasts with existing research as adult learners did not respond to the technology in the same way that child and teenage audiences previously have, which suggests that prior research may not be generalisable to all audiences. Full article
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29 pages, 2313 KiB  
Article
Reconstruction of Industrial and Historical Heritage for Cultural Enrichment Using Virtual and Augmented Reality
by Lukas Paulauskas, Andrius Paulauskas, Tomas Blažauskas, Robertas Damaševičius and Rytis Maskeliūnas
Technologies 2023, 11(2), 36; https://doi.org/10.3390/technologies11020036 - 25 Feb 2023
Cited by 34 | Viewed by 6437
Abstract
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides [...] Read more.
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides context and the virtual world provides or reconstructs missing information. Mixed reality (MR) is the blending of virtual and physical reality environments allowing users to interact with both digital and physical objects at the same time. In recent years, technology for creating reality-based 3D models has advanced and spread across a diverse range of applications and research fields. The purpose of this paper is to design, develop, and test VR for kinaesthetic distance learning in a museum setting. A VR training program has been developed in which learners can select and perform pre-made scenarios in a virtual environment. The interaction in the program is based on kinaesthetic learning characteristics. Scenarios with VR controls simulate physical interaction with objects in a virtual environment for learners. Learners can grasp and lift objects to complete scenario tasks. There are also simulated devices in the virtual environment that learners can use to perform various actions. The study’s goal was to compare the effectiveness of the developed VR educational program to that of other types of educational material. Our innovation is the development of a system for combining their 3D visuals with rendering capable of providing a mobile VR experience for effective heritage enhancement. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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28 pages, 11354 KiB  
Article
Location-Based Augmented Reality for Cultural Heritage Education: Creating Educational, Gamified Location-Based AR Applications for the Prehistoric Lake Settlement of Dispilio
by Alexandros Kleftodimos, Maria Moustaka and Athanasios Evagelou
Digital 2023, 3(1), 18-45; https://doi.org/10.3390/digital3010002 - 15 Jan 2023
Cited by 25 | Viewed by 6992
Abstract
Today, augmented reality (AR) applications are being used in many fields, such as advertising, entertainment, tourism, and education. Location-based augmented reality (AR) is a technology where interactive digital content is associated with real-world locations and their geo-based markers. The merging of the real-world [...] Read more.
Today, augmented reality (AR) applications are being used in many fields, such as advertising, entertainment, tourism, and education. Location-based augmented reality (AR) is a technology where interactive digital content is associated with real-world locations and their geo-based markers. The merging of the real-world environment with the digital content occurs when the user reaches these locations. Location-based AR applications are typically experienced using mobile devices with the ability to report the user’s location via GPS. These applications are increasingly used in education, since it has been shown that they positively affect student satisfaction and engagement. Furthermore, it is known in the literature that learner satisfaction and engagement increase when gamification and storytelling techniques are incorporated into the educational process. The aim of the study is to present two location-based, educational augmented-reality applications that utilize gamification and storytelling to provide cultural heritage knowledge about a prehistoric lake settlement. The study also aims to provide ideas and guidance to educators who wish to create applications that transform educational visits to archeological sites and museums into engaging augmented-reality experiences. Both applications underwent a preliminary evaluation using a sample of 71 higher-education students and a sample of 58 school students. The findings showed that the applications scored well in aspects such as ease of use, student satisfaction, and perceived educational usefulness. Full article
(This article belongs to the Collection Multimedia-Based Digital Learning)
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21 pages, 5762 KiB  
Systematic Review
Virtual Humans in Museums and Cultural Heritage Sites
by Stella Sylaiou and Christos Fidas
Appl. Sci. 2022, 12(19), 9913; https://doi.org/10.3390/app12199913 - 1 Oct 2022
Cited by 26 | Viewed by 6162
Abstract
This article presents the results of a survey on the use of digital avatars and agents in museums and places of cultural interest. The optimization of virtual agents in the cultural heritage domain is an interdisciplinary undertaking and this paper investigates pertinent research [...] Read more.
This article presents the results of a survey on the use of digital avatars and agents in museums and places of cultural interest. The optimization of virtual agents in the cultural heritage domain is an interdisciplinary undertaking and this paper investigates pertinent research and solutions and suggests ways forward. The research questions examined relate to (a) the technological characteristics of cultural heritage-related uses of users’ avatars and virtual agents, and patterns that emerge, and (b) suggestions for future research based on this article’s findings. We reviewed relevant publications and analysed the approaches presented to identify trends and issues that could lead to conclusions on the existing state of the field and, moreover, infer and suggest future directions. The main findings relate to a trend toward onsite, sophisticated installations or applications with increasing investment in mixed reality. Moreover, emphasis shifts toward optimising agents such as virtual guides or companions, mediators of cultural content and engaging facilitators. Behavioural Realism (BR), featured mostly in virtual reality installations, greatly fosters engagement according to the reviewed research, and we conclude that mixed reality onsite applications, which are gathering pace, should reach their degree of sophistication and combine the strengths of both MR and BR. Full article
(This article belongs to the Special Issue Advanced Technologies in Digitizing Cultural Heritage)
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31 pages, 4274 KiB  
Article
Towards an Accessible Platform for Multimodal Extended Reality Smart Environments
by Emanuela Bran, Gheorghe Nadoleanu and Dorin-Mircea Popovici
Information 2022, 13(9), 439; https://doi.org/10.3390/info13090439 - 18 Sep 2022
Cited by 2 | Viewed by 3151
Abstract
This article presents the DEMOS prototype platform for creating and exploring multimodal extended-reality smart environments. Modular distributed event-driven applications are created with the help of visual codeless design tools for configuring and linking processing nodes in an oriented dataflow graph. We tested the [...] Read more.
This article presents the DEMOS prototype platform for creating and exploring multimodal extended-reality smart environments. Modular distributed event-driven applications are created with the help of visual codeless design tools for configuring and linking processing nodes in an oriented dataflow graph. We tested the conceptual logical templates by building two applications that tackle driver arousal state for safety and enhanced museum experiences for cultural purposes, and later by evaluating programmer and nonprogrammer students’ ability to use the design logic. The applications involve formula-based and decision-based processing of data coming from smart sensors, web services, and libraries. Interaction patterns within the distributed event-driven applications use elements of mixed reality and the Internet of Things, creating an intelligent environment based on near-field communication-triggering points. We discuss the platform as a solution to bridging the digital divide, analyzing novel technologies that support the development of a sustainable digital ecosystem. Full article
(This article belongs to the Collection Augmented Reality Technologies, Systems and Applications)
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16 pages, 12323 KiB  
Article
An Interdisciplinary Design of an Interactive Cultural Heritage Visit for In-Situ, Mixed Reality and Affective Experiences
by Xabier Olaz, Ricardo Garcia, Amalia Ortiz, Sebastián Marichal, Jesús Villadangos, Oscar Ardaiz and Asier Marzo
Multimodal Technol. Interact. 2022, 6(7), 59; https://doi.org/10.3390/mti6070059 - 18 Jul 2022
Cited by 9 | Viewed by 4593
Abstract
Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles [...] Read more.
Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirable for an interactive experience: interdisciplinary design team; in-situ; mixed reality; interactive digital storytelling; avatar; tangible objects; gestures; emotions and groups. The findings from a workshop are presented for guiding other interactive cultural heritage experiences. Full article
(This article belongs to the Special Issue Digital Cultural Heritage (Volume II))
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21 pages, 96670 KiB  
Article
A Comprehensive HBIM to XR Framework for Museum Management and User Experience in Ducal Palace at Urbino
by Umberto Ferretti, Ramona Quattrini and Mirco D’Alessio
Heritage 2022, 5(3), 1551-1571; https://doi.org/10.3390/heritage5030081 - 5 Jul 2022
Cited by 20 | Viewed by 5070
Abstract
Digitization of Cultural and Museum Heritage represents one of the most engaging challenges that would ensure a sustainable and ethical approach for next generations; digital technology’s pervasiveness imposes a comprehensive management of architectural heritage by producing facsimiles of buildings and artworks and by [...] Read more.
Digitization of Cultural and Museum Heritage represents one of the most engaging challenges that would ensure a sustainable and ethical approach for next generations; digital technology’s pervasiveness imposes a comprehensive management of architectural heritage by producing facsimiles of buildings and artworks and by testing robust methodologies, with the final result of providing effective multipurpose models. In this context, the main goal of the present paper is to develop a semantically aware HBIM model that includes an intelligent objects parametrization, leveraging Extended Reality (XR) technologies and digital curation of contents to pursue the preservation of Cultural Heritage (CH) as a whole. This research is implemented in the case study of the Ducal Palace of Urbino that houses the National Gallery of Marche. It was chosen as a remarkable example of a museum located in an architectural complex with a relevant historical background and fine detail of shapes and mouldings. In Italy, as in other European scenarios, museums and their collections need suitable dissemination and management systems that take advantage of the recent digital paradigms. The challenging approach is to exploit existing platforms and software and to adopt a cognitive modelling process, able to develop tools supporting managers and museum curators while enabling user experiences using immersive and interactive features. In order to stress the workflow, this work proposes the use of families with high Level of Detail (LOD) and high Level of Information (LOI). The present article provides, as well, an accurate data enrichment process specifically designed for a gallery’s artworks such as paintings and sculptures, in line with the national and international policies. The study presents a robust and reproducible methodology for digital musealization and management, focusing, as future overall objectives, towards a greater merging between the HBIM approach and XR technologies, also facilitated by training new professional figures with more in-depth digital skills. Full article
(This article belongs to the Special Issue Mixed Reality in Culture and Heritage)
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22 pages, 5526 KiB  
Article
Integration of Laser Scanner, Ground-Penetrating Radar, 3D Models and Mixed Reality for Artistic, Archaeological and Cultural Heritage Dissemination
by Vincenzo Barrile, Ernesto Bernardo, Antonino Fotia and Giuliana Bilotta
Heritage 2022, 5(3), 1529-1550; https://doi.org/10.3390/heritage5030080 - 4 Jul 2022
Cited by 18 | Viewed by 4354
Abstract
Three-dimensional digital acquisition techniques can be useful in archaeology because they make a further technological contribution to the visualization of finds and structures. The possibility of integrating three-dimensional models from different acquisition systems (laser scanner, UAV, reflex and Georadar) is even more exciting. [...] Read more.
Three-dimensional digital acquisition techniques can be useful in archaeology because they make a further technological contribution to the visualization of finds and structures. The possibility of integrating three-dimensional models from different acquisition systems (laser scanner, UAV, reflex and Georadar) is even more exciting. One of the peculiarities of these integration techniques is the possibility of promoting the dissemination of knowledge through virtual reality, augmented reality and mixed reality, given the widespread use of mobile devices. This does not mean, of course, that with the mere creation of a 3D model (and allowing it to be viewed in 3D), the public automatically obtains more information about heritage. In fact, visiting a cultural heritage site in person allows one to receive much more information on finds and structures. However, if this is not possible, technologies that use 3D Virtual Reality help to provide a small knowledge base to those who cannot use the museum. We underline the importance of an integrated visualization from an archaeological and architectural perspective to obtain understanding of the structure with the integration of the two models with different data. The work that we present is part of a multidisciplinary project to recover and disseminate information about the Reggio Calabria’s (southern Italy) artistic, archaeological and cultural heritage. This work’s goal is the realization of a unique 3D model of the church “Madonna dei Poveri” (3D model of a buried part with 3D model of visible parts) by combining different geomatics techniques to show and investigate the interior and exterior parts (3D model obtained by laser scanner and photogrammetry), and the underground crypts (3D model obtained by Georadar), which are lying below the present surface and are no longer accessible due to coverage by post-depositional processes (Georadar). Finally, an app (using augmented reality and virtual reality) and a first experimentation of Mixed Reality is developed for the dissemination of the archaeological and cultural heritage information on the area of interest. Full article
(This article belongs to the Special Issue Mixed Reality in Culture and Heritage)
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20 pages, 4845 KiB  
Article
A Combined Study of Cultural Heritage in Archaeological Museums: 3D Survey and Mixed Reality
by Vincenzo Barrile, Ernesto Bernardo, Antonino Fotia and Giuliana Bilotta
Heritage 2022, 5(3), 1330-1349; https://doi.org/10.3390/heritage5030069 - 21 Jun 2022
Cited by 21 | Viewed by 4761
Abstract
Nowadays, a great interest in historical installations like museographic devices in international museological studies (capable of giving space form during user communication) is largely attributable to new techniques of immediate communication. Tools and libraries for virtual, augmented, and mixed reality content have recently [...] Read more.
Nowadays, a great interest in historical installations like museographic devices in international museological studies (capable of giving space form during user communication) is largely attributable to new techniques of immediate communication. Tools and libraries for virtual, augmented, and mixed reality content have recently become increasingly available. Despite its increased cost and investment, these are new ways for increasing visitor presence in museums. The purpose of this paper is to describe the potential of a tourist/archaeological application suitably developed and implemented by us. The application was developed in Unity3D and allows the user to view cultural heritage in a virtual environment, making information, multimedia content, and metrically precise 3D models available and accessible (obtained after a phase of reducing the mesh border), useful for obtaining good 3D printing reproduction. The strengths of our application (compared to the many already in the literature, which are also used as research ideas) stem from the possibility of using and easily integrating different techniques (3D models, building information models, virtual and augmented reality) allowing the choice of different 3D models (depending on the user’s needs) on some of which (again depending on the application needs) were tested and performed simplification and size reduction processes, to make the application loading phase faster and the user experience easier and better. Another application cue was to finalize an application to relate the elements of the museum with some archaeological elements of the territory according to historical period and element type. Full article
(This article belongs to the Special Issue Mixed Reality in Culture and Heritage)
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26 pages, 6518 KiB  
Article
Conveying Intangible Cultural Heritage in Museums with Interactive Storytelling and Projection Mapping: The Case of the Mastic Villages
by Vasiliki Nikolakopoulou, Petros Printezis, Vassilis Maniatis, Dimitris Kontizas, Spyros Vosinakis, Pavlos Chatzigrigoriou and Panayiotis Koutsabasis
Heritage 2022, 5(2), 1024-1049; https://doi.org/10.3390/heritage5020056 - 18 May 2022
Cited by 38 | Viewed by 13096
Abstract
Spatial Augmented Reality (SAR), as implemented with projection mapping, is part of mixed-reality technology with numerous applications in the cultural domain. In museums, interactive projection mapping has been exploited to superimpose virtual content on exhibited artefacts, offering users various hybrid ways to interact [...] Read more.
Spatial Augmented Reality (SAR), as implemented with projection mapping, is part of mixed-reality technology with numerous applications in the cultural domain. In museums, interactive projection mapping has been exploited to superimpose virtual content on exhibited artefacts, offering users various hybrid ways to interact with the artefacts’ physical and digital content. For this reason, it has been widely used in the context of architectural heritage to promote culture and raise awareness about historical buildings or landscapes by visualizing significant elements they convey. This paper presents the design, development, and iterative user evaluation of an interactive projection mapping installation for the Mastic Museum on Chios island in Greece that promotes UNESCO’s intangible cultural heritage. The installation affords tangible interaction to activate the video projections presented in a storytelling manner on a 3D-printed scale model of a representative historic settlement exhibited inside the museum. The concept of this installation aims to connect the tangible and intangible cultural heritage of mastic and the related villages with narration and vivid illustrations. Three evaluation phases took place during the development at the lab and the museum, informing UX, learning, and design considerations. Full article
(This article belongs to the Special Issue Mixed Reality in Culture and Heritage)
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