Abstract:Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the … Show more
“…While many aspects of applications and uses are explored in current literature, certain important aspects remain understudied, such as the impact of VR on the social experience of museums [21] and the critical analysis of the overall impact of emerging technologies on museological approaches. Moreover, what is usually left out of the equation is the perceptions, needs, and aspirations of museum professionals who are responsible for the objects and narratives of a museum.…”
The past few years have seen an increase in the use of virtual reality (VR) in museum environments in an attempt for museums to embrace technological innovations and adapt to the challenges of the digital era. While there are studies that examine the advantages of VR in museums and visitors’ experiences with it, there are no studies examining the experiences of museum professionals who are responsible for a museum’s objects and narratives. The aim of this paper is to explore the practices, experiences, and perceptions of museum professionals on the use of VR technology in museums, their perceived advantages and challenges of such technologies, and their vision for the future of technology in museums. The paper provides an in-depth analysis of interviews with museum professionals from a number of countries around the world who worked with particular VR projects in their own institutions. The ultimate aim is to offer a more critical and holistic examination and assessment of the use of VR in museums and provide suggestions for designing and developing VR projects in the future.
“…While many aspects of applications and uses are explored in current literature, certain important aspects remain understudied, such as the impact of VR on the social experience of museums [21] and the critical analysis of the overall impact of emerging technologies on museological approaches. Moreover, what is usually left out of the equation is the perceptions, needs, and aspirations of museum professionals who are responsible for the objects and narratives of a museum.…”
The past few years have seen an increase in the use of virtual reality (VR) in museum environments in an attempt for museums to embrace technological innovations and adapt to the challenges of the digital era. While there are studies that examine the advantages of VR in museums and visitors’ experiences with it, there are no studies examining the experiences of museum professionals who are responsible for a museum’s objects and narratives. The aim of this paper is to explore the practices, experiences, and perceptions of museum professionals on the use of VR technology in museums, their perceived advantages and challenges of such technologies, and their vision for the future of technology in museums. The paper provides an in-depth analysis of interviews with museum professionals from a number of countries around the world who worked with particular VR projects in their own institutions. The ultimate aim is to offer a more critical and holistic examination and assessment of the use of VR in museums and provide suggestions for designing and developing VR projects in the future.
“…In addition to the questionnaire, the interview is also a common method used in many similar studies [ 24 , 25 ], and the semi-structured interview is usually the most commonly used method for this kind of research [ 26 – 28 ]. The content of this interview is basically still centered on the four dimensions in the scale.…”
Online virtual museum tours combine museum authority and an academic approach with the diversity and interactivity of online resources; such tours have become an essential resource for online scientific research and education. Many important museums around the world are developing this type of online service. Comprehensive evaluation of such tours is, however, urgently needed to ensure effectiveness. This paper establishes a heuristic evaluation scale based on the literature. Taking the online virtual tour of the Exhibition of Architecture of the Forbidden City as a case study, confirmatory factor analysis was then carried out to improve the scale. Interviews were conducted to discuss and analyze the research results. The developed evaluation scale has four dimensions: authenticity, interaction, navigation, and learning. The results from the case study showed, first, that the exhibition had visual authenticity, but the behavioral authenticity was insufficient; second, the exhibition was generally interactive, but this aspect could be improved by enriching the links; third, the lack of effective navigation design for the exhibit was the main factor affecting experience quality. Fourth, the exhibition was informative and supported learning, but needs further improvement to the quantity and quality of information provided. Finally, the interviews revealed that the online exhibition did not entirely support people of different ages and abilities, so it needs further improvement to be wholly inclusive.
“…There have been several reports of attempts to measure the user experience of visitors in museums by external observation, but most of them adopt VR (Virtual Reality) technology as an exhibition method and record the experience contents in VR [11,[14][15][16][17][18][19][20][21], there is almost no measurement report for the conventional physical exhibition appreciation.…”
Section: Method: Design a Prototype System Based On Knowledge Experiencementioning
CPS (Cyber Physical Systems) is an approach often adopted for improving real-world activities by utilizing data. It also can be used to improve customer experiences in service applications by analyzing customer behavior, captured by sensing devices and by supporting utilization of that data by the service providers, to improve the system. In developing such systems, no method has been established to systematically evaluate the impact of individual component design on the user experience. Knowledge Experience Design is a method for distilling and validating information that affects the quality of the user experience by focusing on user activities and underlying knowledge. This methodology has been applied to a system for a museum, in which visitor activities are observed by sensing devices, to aid the Curator’s awareness for improving museum services. As a result, a cooperative process for designing devices and user experience as a service was derived, in which competing interests of lower power consumption and user experience improvement have been attained. The proposed design method can be used for the co-design of systems that are built on the close coordination of hardware devices and software applications, for providing value-oriented services to users, which aids realization of CPS oriented to evaluating and improving such environments.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.