journal article·2023-03-10Open access

Augmented and Virtual Reality to Enhance the Didactical Experience of Technological Heritage Museums

Carmen Bachiller, Jose M. Monzo, Beatriz Rey

Applied Sciences· Volume 13· Issue 6

Abstract

The way that the new generations approach cultural contents changed dramatically. The audiovisual language substituted traditional media. Museums face now an important challenge to survive as cultural referents in this new paradigm: the introduction of new audiovisual languages in their exhibitions and the provision of attractive online content. The work presents a case study of the use of augmented reality and virtual reality (AR/VR) in a technological heritage museum, with a double approach: on the one hand the development of AR to enhance the real visit to the museum; and on the other, the provision of VR to ease online visits to the museum for those that do not want to or cannot visit it. The results show that young visitors massively appreciate the use of these technologies. Using AR contents also contributes to the preservation of the original artifacts without damage. Furthermore, multimedia content provides some contextual information, improving the learning experience. Regarding the VR application, it is thought as a complement to the AR experience. It was developed as a virtual reproduction of the museum visit that can be experienced from any location, thus contributing to a higher diffusion of the museum contents.
Source: crossref · Quality: baseline

Research context

OpenAlex topics: Augmented Reality Applications · Virtual Reality Applications and Impacts · Museums and Cultural Heritage

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Instituto de Telecomunicaciones y Aplicaciones Multimedia (ITEAM), Museo de Historia de la Telecomunicación Vicente Miralles Segarra, Universitat Politècnica de València, 46022 Valencia, Spain

Instituto de Instrumentación para Imagen Molecular (I3M), Centro Mixto CSIC-Universitat Politècnica de València, 46022 Valencia, Spain

Departamento de Ingeniería Gráfica, Universitat Politècnica de València, 46022 Valencia, Spain

Funding

Generalitat Valenciana Conselleria de Educación, Investigación, Cultura y Deporte

References (62)

Show source-provided references
1. Research Progress on Virtual Reality (VR) and Augmented Reality (AR) in Tourism and Hospitality: A Critical Review of Publications from 2000 to 2018
2. Mapping Requirements for the Wearable Smart Glasses Augmented Reality Museum Application
3. Augmented Reality, Virtual Reality and 3D Printing for the Co-Creation of Value for the Visitor Experience at Cultural Heritage Places10.1108/JPMD-07-2016-0045 ↗
4. Value of Augmented Reality at Cultural Heritage Sites: A Stakeholder Approach
5. When Art Meets Tech: The Role of Augmented Reality in Enhancing Museum Experiences and Purchase Intentions10.1016/j.tourman.2018.03.003 ↗
6. Cross-Cultural Differences in Adopting Mobile Augmented Reality at Cultural Heritage Tourism Sites10.1108/IJCHM-02-2017-0084 ↗
7. Embodiment of Wearable Augmented Reality Technology in Tourism Experiences10.1177/0047287517709090 ↗
8. Virtual Museums for All: Employing Game Technology for Edutainment10.1007/s10055-004-0141-1 ↗
9. The Role of Augmented Reality for Experience-Influenced Environments: The Case of Cultural Heritage Tourism in Korea10.1177/0047287517708255 ↗
10. Exploring the Role of Next-Generation Virtual Technologies in Destination Marketing
11. User Experience Model for Augmented Reality Applications in Urban Heritage Tourism10.1080/1743873X.2016.1251931 ↗
12. Enhancing Art Gallery Visitors’ Learning Experience Using Wearable Augmented Reality: Generic Learning Outcomes Perspective10.1080/13683500.2016.1224818 ↗
13. New Realities: A Systematic Literature Review on Virtual Reality and Augmented Reality in Tourism Research10.1080/13683500.2017.1417359 ↗
14. Araujo Castillo, R.L., and Linares Zegarra, X.D. (2020, January 3–5). The Tours in Virtual Museums a Didactic Opportunity in Social Sciences. Proceedings of the 10th International Conference on Virtual Campus, JICV, Tetouan, Morocco.10.1109/JICV51605.2020.9375662 ↗
15. (2023, January 23). ICOM Museum Definition, Aproved in Prague, on 24th August 2022. Available online: https://icom.museum/en/resources/standards-guidelines/museum-definition.
16. Margetis, G., Apostolakis, K.C., Ntoa, S., Papagiannakis, G., and Stephanidis, C. (2021). X-Reality Museums: Unifying the Virtual and Realworld towards Realistic Virtual Museums. Appl. Sci., 11.10.3390/app11010338 ↗
17. A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage10.1145/3145534 ↗
18. A Visitors’ Experience Model for Mixed Reality in the Museum10.1080/13683500.2019.1586847 ↗
19. Multimodal Virtual Reality: Input-Output Devices, System Integration, and Human Factors
20. Situating Pedagogies, Positions and Practices in Immersive Virtual Worlds10.1080/00131881.2010.482732 ↗
21. A Review of the Use of Virtual Reality Head-Mounted Displays in Education and Training10.1007/s10639-017-9676-0 ↗
22. Radianti, J., Majchrzak, T., and Education, J.F.-C. (2020). A Systematic Review of Immersive Virtual Reality Applications for Higher Education: Design Elements, Lessons Learned, and Research Agenda, Elsevier.10.1016/j.compedu.2019.103778 ↗
23. tom Dieck, M.C., Jung, T., and Michopoulou, E. (2019). Augmented Reality and Virtual Reality, Springer.10.1007/978-3-030-06246-0 ↗
24. Pivec, M., and Kronberger, A. (2016, January 7–9). Virtual Museum: Playful Visitor Experience in the Real and Virtual World. Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Barcelona, Spain.10.1109/VS-GAMES.2016.7590376 ↗
25. Virtual Archaeology Review Etruscanning 3D Project. The 3D Reconstruction of the Regolini Galassi Tomb as a Research Tool and a New Approach in Storytelling10.4995/var.2012.4395 ↗
26. Pietroni, E., Pagano, A., and Rufa, C. (November, January 28). The Etruscanning Project: Gesture-Based Interaction and User Experience in the Virtual Reconstruction of the Regolini-Galassi Tomb. Proceedings of the 2013 Digital Heritage International Congress (DigitalHeritage), Marseille, France.10.1109/DigitalHeritage.2013.6744832 ↗
27. A Survey of Augmented Reality10.1162/pres.1997.6.4.355 ↗
28. Augmented Reality: An Overview and Five Directions for AR in Education
29. B2C Smart Retailing: A Consumer-Focused Value-Based Analysis of Interactions and Synergies10.1016/j.techfore.2016.10.064 ↗
30. A Meta-Analytic Review on Incorporating Virtual and Augmented Reality in Museum Learning10.1016/j.edurev.2022.100454 ↗
31. Augmented Reality Museum Visiting Application Based on the Microsoft HoloLens10.1088/1742-6596/1237/5/052018 ↗
32. Systematic Review and Meta-Analysis of Augmented Reality in Educational Settings10.1007/s10055-019-00379-9 ↗
33. A Systematic Review of Augmented Reality in STEM Education10.25115/eea.v39i1.4280 ↗
34. How Post 90’s Gesture Interact with Automobile Skylight10.1080/10447318.2021.1948687 ↗
35. Neuburger, L., Egger, R.D., Salzburg, F., and Egger, R. (2017). Information and Communication Technologies in Tourism 2017, Springer.
36. Jung, T., tom Dieck, M.C., Lee, H., and Chung, N. (2016). Information and Communication Technologies in Tourism 2016, Springer.
37. An Experiential View to Children Learning in Museums with Augmented Reality10.1080/09647775.2019.1578991 ↗
38. Armingeon, M., Komani, P., Zanwar, T., Korkut, S., and Dornberger, R. (2019). Augmented Reality and Virtual Reality, Springer.
39. Apostolakis, K., Margetis, G., and Stephanidis, C. (2020, January 9–13). Pleistocene Crete: A Narrative, Interactive Mixed Reality Exhibition That Brings Prehistoric Wildlife Back to Life. Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), Recife, Brazil.10.1109/ISMAR-Adjunct51615.2020.00069 ↗
40. Augmented Reality (AR) as a Tool for Engaging Museum Experience: A Case Study on Chinese Art Pieces10.3390/digital2010002 ↗
41. Using Augmented Reality and Deep Learning to Enhance Taxila Museum Experience10.1007/s11554-020-01038-y ↗
42. Augmented Reality to Enhance the Learning Experience in Cultural Heritage Tourism: An Experiential Learning Cycle Perspective
43. Combining Traditional and Indirect Augmented Reality for Indoor Crowded Environments. A Case Study on the Casa Batlló Museum10.1016/j.cag.2017.09.001 ↗
44. Photogrammetry and Augmented Reality for Cultural Heritage Applications10.1111/j.1477-9730.2009.00549.x ↗
45. Development and Behavioral Pattern Analysis of a Mobile Guide System with Augmented Reality for Painting Appreciation Instruction in an Art Museum10.1016/j.compedu.2013.09.022 ↗
46. University Museums and Collections10.1111/1468-0033.00251 ↗
47. Poce, A., Amenduni, F., de Medio, C., Valente, M., and Re, M.R. (2019). Adopting Augmented Reality to Engage Higher Education Students in a Museum University Collection: The Experience at Roma Tre University. Information, 10.10.3390/info10120373 ↗
48. (2023, February 05). Augmented Reality Application—ETSIT Museum. Available online: https://museotelecomvlc.webs.upv.es/aplicacion-de-realidad-aumentada-del-museo/.
49. Castellanos López, A. (2018). Realidad Aumentada Para La Mejora de La Visita al Museo de La Telecomunicación. [Bachelor’s Thesis, Universitat Politècnica de València].
50. Martínez, A. (2019). Desarrollo de Una Aplicación de Realidad Aumentada Para La Visita Enriquecida al Museo de La Telecomunicación. [Bachelor’s Thesis, Universitat Politècnica de València].
51. Martinez Simo, M. (2021). Mejora de La Usabilidad de Las Aplicaciones Del Museo de La Telecomunicación. [Bachelor’s Thesis, Universitat Politècnica de València].
52. Pérez Pau, L. (2017). Modelado 3D de La ETSIT UPV En Blender y WebGL. [Bachelor’s Thesis, Universitat Politècnica de València].
53. Vecina Dolz, A. (2019). Desarrollo de Una Versión Virtual Del Museo de La Telecomunicación Vicente Miralles Segarra. [Bachelor’s Thesis, Universitat Politècnica de València].
54. (2023, February 05). Virtual Visit—ETSIT Museum. Available online: https://museotelecomvlc.webs.upv.es/visita-virtual/.
55. Implementing Mobile Applications for Virtual Exhibitions Using Augmented Reality
56. Mobile Technology Supported Experiential Learning
57. Affordances of Mobile Technologies for Experiential Learning: The Interplay of Technology and Pedagogical Practices10.1111/j.1365-2729.2007.00237.x ↗
58. From Local Traditions to “Augmented Reality”. The MUVIG Museum of Viggiano (Italy)10.1016/j.sbspro.2015.03.349 ↗
59. Two-Handed Tangible Interaction Techniques for Composing Augmented Blocks10.1007/s10055-010-0163-9 ↗
60. Cultural Heritage and New Technologies: Trends and Challenges10.1007/s00779-016-0984-y ↗
61. Museums as Avenues of Learning for Children: A Decade of Research10.1007/s10984-016-9222-9 ↗
62. Shehade, M., and Stylianou-Lambert, T. (2020). Virtual Reality in Museums: Exploring the Experiences of Museum Professionals. Appl. Sci., 10.10.3390/app10114031 ↗