Virtual Museum: Playful Visitor Experience in the Real and Virtual World
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Virtual Museum Playful Visitor Experience in the Real and Virtual
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- Abstract —In this paper we present virtual museum as an extension to the real museum, and outline different possibilities
Virtual Museum: Playful Visitor Experience in the Real and Virtual World Maja Pivec Institute of Design and Communication FH JOANNEUM University of Applied Sciences Graz, Austria maja.pivec@fh-joanneum.at Anika Kronberger Institute of Design and Communication FH JOANNEUM University of Applied Sciences Graz, Austria anika.kronberger@fh-joanneum.at Abstract—In this paper we present virtual museum as an extension to the real museum, and outline different possibilities of using technology based display of virtual content to create a unique and individual visitor experience. We look into innovation of virtual museum from the perspective of added value to the displayed content, and innovative interaction with the content. Based on examples three areas of creating a playful visitor experience are explored more in detail: apps and games for using at home or in classroom specifically addressing younger visitors, virtual tours allowing for non-physical field trips, and museum quests that are combining virtual and real world. In conclusions, further deployment possibilities of combining virtual and real for interactive and conversational visitor experience are also discussed. Keywords—virtual museum; visitor experience; playful learning; learning in real and virtual world I. I NTRODUCTION Museums are social learning environments where people typically visit museums in family settings, with friends, or with classmates [1]. Exhibitions are often augmented by information communication technology (ICT) based missions and problem-solving interaction across school and museum context to improve visitors experience and learning [2] [3]. According to the International Council Of Museums (ICOM) [4] “A museum is a non-profit, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment.“ According to [5] virtual museums not only have their presence around our leisure time but also accompany us at home, and provide a drive in our social life. For that purpose the definition of museum to virtual museum (VM) was further expanded by V-MUST. V-MUST is a network of excellence of eighteen transnational partners from thirteen countries, that focused different research activities between 2011 – 2015 to provide the heritage sector with the tools and support to develop VM that are educational, enjoyable, long lasting and easy to maintain. “A virtual museum is a digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity and richness of content. Virtual museums can perform as the digital footprint of a physical museum, or can act independently, while maintaining the authoritative status as bestowed by ICOM … Moreover, a virtual museum can refer to the on site, mobile or World Wide Web offerings of traditional museums (e.g., displaying digital representations of its collections or exhibits)…” [5] Web-delivered VM is in many cases used at least for the purpose of advertising i.e. as a web presence of the real museum, or also to extend appealing user experience of the museum assets through web technologies. A number of on- site interactive installations, varying from PC in a room, to caves, kiosks, virtual teachers based on 3d immersive stereo installations are increasing in the last decade. Single and multi-user concepts enabling a collective experience of the museum visit are also often explored. Common characteristics of such solutions are 3d models in combination with other multimedia assets, where in real time or through the explanatory guided narration objects can be explored in more detail. Multimedia VM are mainly interactive blends of different media, developed as educational tool, and delivered in forms of CD-ROM, DVD, flash drives or other removable data storage units. Products like “Medieval Dublin” or “Louvre” that are focused around interactive 3D model, can be created specifically for a target audience, in the case of formal learning for school children, and be directly distributed to schools and libraries. Based on a thorough research combining an online survey in 2011 where around 90 different VM were located and assessed, followed by expert interviews in 2012, 2013 and 2014 [6], different aspects of VM were assessed. Results showed that 41% of VM grouped by their contents were about architecture and urban history, followed by 24% of VM dedicated to archaeology and archaeological sites, and 17% of art and museum collections. VM presenting cultural heritage, natural heritage, medical science and medicine are with 1% at the back of the list. The main scope of VM and ICT extended displays are for education (31%) and edutainment (32%) purposes, whereas only 19% are focusing on enhancement of visitor experience, 9% for research purposes, 5% for the promotion and 4% for entertainment. 978-1-5090-2722-4/16/$31.00 ©2016 IEEE Authorized licensed use limited to: Tashkent University of Information Technologies. Downloaded on February 17,2023 at 09:46:23 UTC from IEEE Xplore. Restrictions apply. When grouping the museums by interaction technology and type of communication, the majority of displays are concentrated on the exposition of the contents, whereas only 8% are online narrative and 24% onsite narrative type of displays, and only 8% are mobile narrative. While looking into the ways of content distribution there are 80% on-line and on-site VM while only 20% of distribution of VM are mobile. Furthermore, looking into possibility of re-using the concept and technological solutions, 59% of VM are not re-usable. Results showed that 90% of VM are permanent virtual exhibitions, with different levels of immersion. In total 62% of these virtual exhibitions are not-immersive and only 11% of VM are classified as highly-immersive. This means that most VM applications focus on the presentation of content, and only few include an interaction with the public. Innovation in terms of VM has several layers, from explorative and collaborative interaction with the content, added value to the exhibition on the technological level, pedagogical level and from the museology perspective. II. V IRTUAL M USEUM – AN A PPROACH TO A TTRACT V ISITORS Virtual exhibitions and narrations create a reflective space and enable a new relation with the world and objects mediated per digital technologies [7], especially when providing interfaces supporting group and social interaction and participation. A museum's cultural assets are not only its collections but also the know-how of its experts. Museums and cultural institutions are often reluctant to open their doors to the public beyond the traditional methods of paid visitor entry, but new ways of providing knowledge and guidance are necessary to make the cultural heritage relevant for younger generations. [8] Creation of digital archives can be a fundamental component for VM. This can have a twofold function, on one hand digital preservation of objects and on the other hand gaining public the access to information, with the challenge of storing and retrieving the information. One of the museums that is using digital applications for engaging the public to interact with their collection is the Rijksmuseum in Amsterdam. Their application Rijksstudio [9] can be used on mobile devices and as web application. The application offers high-resolution images and additional information for further usage like making personal sets, reproductions and sharing of the digital artworks. The Rijksmuseum encourages the users to download the images and get inspired by the collection to develop new products with the artworks. Online projects like Europeana [10] give museums the opportunity to integrate their national and regional artefacts into a digital accessible European cultural heritage collection. The Europeana project collects pieces of cultural heritage from galleries, libraries, museums and archives across Europe to make them accessible online. From this pool of virtual exhibitions theme based collections are created by users and museum experts. The website also offers a ‘My Europeana’ section where registered users can tag and collect their favourite images and save their search results. Ideally from the museum perspective is deep engagement with narratives, cultural artefacts and material objects as key to visitors’ interpretative processes [11]. However, one needs to be aware of cognitive overload that might be caused by introduction of too much information, and necessity to foster dialogical interactions with visitors. Between the expert knowledge and narratives, and experience shared by visitors there also can be differences in narration [12]. III. P LAYFUL V ISITOR E XPERIENCE To engage with the visitors a playful way of interaction can be a solution. Different levels of engagement are possible. The main goal is to connect visitors with the museum and make the visits fun and engaging. Younger generations need to get to know museums as places of communication and need to connect to their cultural heritage with the use of new-media technologies. Download 199.03 Kb. Do'stlaringiz bilan baham: |
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