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Keywords = social interaction in virtual 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 577
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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43 pages, 2755 KiB  
Systematic Review
Analyzing Visitor Behavior to Enhance Personalized Experiences in Smart Museums: A Systematic Literature Review
by Rosen Ivanov and Victoria Velkova
Computers 2025, 14(5), 191; https://doi.org/10.3390/computers14050191 - 14 May 2025
Cited by 3 | Viewed by 2538
Abstract
This systematic review provides an analysis of information gathered from 33 chosen publications during the past decade. The analysis reveals the primary methodologies applied and identifies the visitor behaviors that enable personalized content delivery. Statistical and Data Analysis is the predominant methodology in [...] Read more.
This systematic review provides an analysis of information gathered from 33 chosen publications during the past decade. The analysis reveals the primary methodologies applied and identifies the visitor behaviors that enable personalized content delivery. Statistical and Data Analysis is the predominant methodology in the reviewed publications. The methodology is present in 97% of the publications. AI and Machine Learning (63.6%) and Mobile/Interactive Technologies (60.6%) are most frequently paired with this methodology. Behavioral Analytics Platforms and Mobile/Wearable Devices are the most used technologies (42.4%) for delivering personalized content. A total of 39.4% of publications utilize Location Tracking Systems. The most frequent visitor behavior analysis focuses on Interactive Engagement and Movement Patterns, which occur 72.7% of the time, before Learning Patterns and Physical Positioning, which occur 63.6% of the time. The behavioral analysis of Group Dynamics (27.3%) and Emotional Response (18.2%) represents the least common practice when museums personalize their content despite the significance of social interaction analysis among visitors. The leading content personalization methods currently include real-time personalization systems combined with AI-driven systems and location-based technologies. Personalized content delivery systems face challenges including privacy protection and scalability issues paired with expensive implementation costs, which especially affect smaller museums. Researchers should explore how new technologies, such as virtual reality, augmented reality, and advanced biometric systems, can be integrated into future developments. Full article
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21 pages, 10523 KiB  
Article
Fostering Social Interaction Variability in the Metaverse: A Case Study of the Museum of L’Avesnois in Fourmies
by Makram Mestiri, Meriem Khadhar, Arnaud Huftier and Amos Fergombe
Heritage 2025, 8(5), 171; https://doi.org/10.3390/heritage8050171 - 13 May 2025
Viewed by 611
Abstract
This study explores the transformative potential of the metaverse in redefining cultural heritage engagement, with a specific focus on the digital metamorphosis of the Museum of L’Avesnois in Fourmies. By leveraging advanced 3D scanning technologies and immersive virtual environments, select artifacts have been [...] Read more.
This study explores the transformative potential of the metaverse in redefining cultural heritage engagement, with a specific focus on the digital metamorphosis of the Museum of L’Avesnois in Fourmies. By leveraging advanced 3D scanning technologies and immersive virtual environments, select artifacts have been meticulously digitized, creating an unprecedented interactive platform that bridges accessibility gaps and invites global audiences to engage with cultural heritage. Variability in user experience, reflecting the diverse interactions, emotions, and cognitive responses of participants, serves as a critical analytical axis in this research. While diversity can yield invaluable insights into user preferences, excessive discrepancies risk fragmenting the coherence of engagement. This study demonstrates how strategic design interventions can mitigate such variability, fostering uniform yet personalized experiences. Through the integration of real-time social dynamics, enabled by customizable avatars and communication tools, the metaverse is established as a pioneering medium for collaborative cultural exploration. Employing a robust mixed-methods approach, this research synthesizes quantitative metrics with qualitative insights from in-depth interviews to critically evaluate the metaverse’s capacity to deliver authentic, emotionally resonant, and pedagogically impactful engagements. While challenges persist in replicating the emotive depth of physical exhibits and sustaining user attention, findings underscore the metaverse’s unparalleled efficacy in democratizing access to cultural artifacts and enabling transboundary social interactions. Furthermore, the seamless incorporation of previously inaccessible artifacts into these virtual domains significantly enhances both user engagement and educational outcomes. This work advances the discourse on digital heritage by presenting actionable insights into the design of virtual environments that uphold cultural authenticity, foster socially immersive interactions, and align with the broader paradigm of digital transformation. 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 2725
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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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 1484
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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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 2096
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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25 pages, 3005 KiB  
Review
Natural Language Processing Influence on Digital Socialization and Linguistic Interactions in the Integration of the Metaverse in Regular Social Life
by Rashadul Islam Sumon, Shah Muhammad Imtiyaj Uddin, Salma Akter, Md Ariful Islam Mozumder, Muhammad Omair Khan and Hee-Cheol Kim
Electronics 2024, 13(7), 1331; https://doi.org/10.3390/electronics13071331 - 2 Apr 2024
Cited by 18 | Viewed by 5041
Abstract
The Metaverse and Natural Language Processing (NLP) technologies have combined to fundamentally change the nature of digital sociability. Our understanding of social interaction needs to be reevaluated as the Metaverse’s influence spreads into more areas of daily life, such as AI-driven gaming, interactive [...] Read more.
The Metaverse and Natural Language Processing (NLP) technologies have combined to fundamentally change the nature of digital sociability. Our understanding of social interaction needs to be reevaluated as the Metaverse’s influence spreads into more areas of daily life, such as AI-driven gaming, interactive training companions, museum exhibits, personalized fitness coaching, virtual mental health assistance, language translation services, virtual tour guiding, and virtual conferencing. This study analyzes how NLP is changing social relationships in these Metaverse applications. We examine how NLP algorithms influence societal norms, individual behaviors, interpersonal connections, and improve the user experience using a multi-method approach incorporating user surveys and sentiment analysis. Our study’s findings show how NLP can enhance interactive experiences while also pointing out related issues like potential bias and moral problems. Our study provides a foundational analysis, shedding light on the challenges of negotiating a social environment in the Metaverse that is molded by cutting-edge NLP. It offers stakeholders in academia and public policy essential assistance that helps them understand and manage the complex ramifications of this changing socio-technological paradigm. Full article
(This article belongs to the Special Issue Advanced Natural Language Processing Technology and Applications)
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26 pages, 10046 KiB  
Article
Interactive Exploration of Virtual Heritage by Means of Natural Gestures
by Dorin-Mircea Popovici, Dorin Iordache, Radu Comes, Călin Gheorghe Dan Neamțu and Elena Băutu
Appl. Sci. 2022, 12(9), 4452; https://doi.org/10.3390/app12094452 - 28 Apr 2022
Cited by 11 | Viewed by 3973
Abstract
This paper is situated at the intersection of using Virtual Reality as a tool for cultural heritage preservation and using gesture interaction-based technology in order to achieve touchless, distant interaction of users with reconstructed artifacts. Various studies emphasize the positive effect on the [...] Read more.
This paper is situated at the intersection of using Virtual Reality as a tool for cultural heritage preservation and using gesture interaction-based technology in order to achieve touchless, distant interaction of users with reconstructed artifacts. Various studies emphasize the positive effect on the cultural experience brought on by the use of Virtual Reality in a museum context. We build our approach on this idea, by modeling and reconstructing museum exhibits, both small artifacts and large architectural edifices. We propose and design navigation and interaction scenarios, at the same time taking into account present day limitations regarding social interaction, imposed during the COVID-19 pandemic. By considering the user in the center of the experience and focusing on enabling him/her to adjust the perspective on the visualized artifacts and to freely interact with them through natural gestures, we allow the user to immerse in the virtual environment and interact with the reconstructed artifacts by means of simple hand gestures, with no touch. Finally, we assess the usability and utility of the Virtual Reality system in a questionnaire-based study with 137 participants over a period of 6 months, whose results we discuss in the paper. Full article
(This article belongs to the Special Issue Virtual Reality and Its Application in Cultural Heritage II)
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17 pages, 1705 KiB  
Article
The Influence of Collaborative and Multi-Modal Mixed Reality: Cultural Learning in Virtual Heritage
by Mafkereseb Kassahun Bekele, Erik Champion, David A. McMeekin and Hafizur Rahaman
Multimodal Technol. Interact. 2021, 5(12), 79; https://doi.org/10.3390/mti5120079 - 5 Dec 2021
Cited by 27 | Viewed by 5905
Abstract
Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users’ experience and cultural learning in VH applications. The purpose of this study is to validate whether collaboration (social [...] Read more.
Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users’ experience and cultural learning in VH applications. The purpose of this study is to validate whether collaboration (social interaction), engaging experience, and a contextual relationship enhance cultural learning in a collaborative and multi-modal mixed reality (MR) heritage environment. To this end, we have designed and implemented a cloud-based collaborative and multi-modal MR application aiming at enhancing user experience and cultural learning in museums. A conceptual model was proposed based on collaboration, engagement, and relationship in the context of MR experience. The MR application was then evaluated at the Western Australian Shipwrecks Museum by experts, archaeologists, and curators from the gallery and the Western Australian Museum. Questionnaire, semi-structured interview, and observation were used to collect data. The results suggest that integrating collaborative and multi-modal interaction methods with MR technology facilitates enhanced cultural learning in VH. Full article
(This article belongs to the Special Issue Feature Papers of MTI in 2021)
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15 pages, 13422 KiB  
Article
A Prototype that Fuses Virtual Reality, Robots, and Social Networks to Create a New Cyber–Physical–Social Eco-Society System for Cultural Heritage
by Louis Nisiotis, Lyuba Alboul and Martin Beer
Sustainability 2020, 12(2), 645; https://doi.org/10.3390/su12020645 - 15 Jan 2020
Cited by 31 | Viewed by 7142
Abstract
With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this [...] Read more.
With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber–Physical–Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains. Full article
(This article belongs to the Special Issue The Internet of Things in the Cultural Heritage Sector)
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