Dynamically developing ICT technologies have become a tool to accelerate the creation of information societies around the world. Thanks to it, many traditional services have found a new digital space ...to function and thus achieve a global dimension. One example can be virtual museums, which provide access to their resources for every interested person having Internet connection. There is no doubt that the most spectacular and effective representation of digital museums are virtual walks, bringing, apart from cognitive aspects and good entertainment. In the era of the pandemic caused by the SARS-CoV-2 coronavirus and international quarantine which limits mobility, e-services gave humanity the opportunity and a substitute for normal existence. The interest in e-services has increased, which has been directly translated into increased informational awareness. Favourable conditions as well as relatively low costs and technical complexity of creating virtual walks have led the authors to adopt the following hypothesis: during the period of the quarantine caused by the SARS-CoV-2 coronavirus pandemic, museums are actively and dynamically developing virtual walks services. In the presented article, on the basis of research and analysis, the authors will test the hypothesis, as well as asses the level of virtual walks around monuments and museum centres in Poland.
A general problem in museums is the limited accessibility to artifacts by museum visitors, due to their fragile nature, their uniqueness, or just the lack of physical space for exhibiting the ...objects. Moreover, only in extreme cases, visitors are allowed to touch the exhibits. Our work integrates Natural Interaction and Augmented Reality applied in a cultural heritage museum, to overcome the problems of inaccessibility and non-interaction with the museum artifacts. We use off the shelf digital components to provide a novel approach of interacting with 3D replicas of museum objects. Users are able to easily interact with digital content in a virtual environment mimicking physical environments. We evaluated the visitors’ experience using our system and report on its acceptance.
Virtual museums. Captured reality and 3D modeling Loaiza Carvajal, Daniel Alejandro; Morita, María Mercedes; Bilmes, Gabriel Mario
Journal of cultural heritage,
September-October 2020, 2020-09-00, Letnik:
45
Journal Article
Recenzirano
Odprti dostop
•Captured reality can be complemented with 3D modeling to create virtual museums.•Photogrammetry 3D models polygon count can be reduced, keeping the photorealism.•PBR and UV unwrapping texturing ...improve photorealism of captured reality objects.•Virtual experimentation allows to design an exhibit in a fast and versatile way.
Virtual spaces for the dissemination of cultural heritage and virtual experimentation were developed combining 3D image acquisition techniques like digital photogrammetry (captured reality) and computer 3D modeling. This is a novelty in peripheral countries, particularly in Latin-America, since there is almost no development of this kind of virtual museums in the region. Two virtual scenes are presented in the frame of a digitization project of the collections of Argentine museums. On one hand, a virtual museum named Virtual Collections was created. It exhibits, in a computer generated environment, the collections of the participating museums in the aforementioned project, digitized by 3D photogrammetry. On the other hand, a virtual tour that recreates a retrospective exhibition was also built as an interactive recording for documentation of the event. In both cases 3D modeling and texturing techniques were used, achieving realistic results. Two instances of immersion are available for the visualization and interaction with both virtual environments: screen, keyboard and mouse (Desktop VR) and HTC Vive (VR visualization headset).
The Covid-19 pandemic requires us to carry out physical and social distancing. It is undeniable, this also has an impact on government policy to close tourist destinations, including museums. ...Currently, sophisticated 3D visualization technology provides the potential for the development of virtual museums. The virtual museums were developed for giving the experience of the visiting museum in the digital world as a distance learning. This application can provide immersion through interactivity while exploring virtual museums. Basically, this article explains the aesthetic investigations in some virtual museums. The researchers describe the aesthetic of each sampled virtual museums projects. The literature synthesis of several virtual museums projects is expected to be able to give an idea of the potential development of virtual museums in Indonesia. The aesthetics of virtual elements could be used as a recommendation for museum conservator for the development of prospective Indonesian virtual museums. Furthermore, the aesthetics of virtual in digital museums provide opportunities to present virtual museums exploration experiences. Estetika Virtual: Peluang Perkembangan Museum Virtual di IndonesiaAbstrakPandemi Covid-19 mengharuskan kita melakukan jarak fisik dan sosial. Tak bisa dipungkiri, hal ini juga berdampak pada kebijakan pemerintah untuk menutup destinasi wisata, termasuk museum. Saat ini, teknologi visualisasi 3D yang canggih memberikan potensi untuk pengembangan museum virtual. Museum virtual dikembangkan untuk memberikan pengalaman mengunjungi museum di dunia digital sebagai pembelajaran jarak jauh. Aplikasi ini dapat memberikan immersion melalui interaktivitas sambil menjelajahi museum virtual. Pada dasarnya, artikel ini menjelaskan investigasi estetika di beberapa museum virtual. Para peneliti mendeskripsikan estetika dari setiap proyek museum virtual yang dijadikan contoh. Sintesis literatur dari beberapa proyek museum virtual diharapkan dapat memberikan gambaran tentang potensi perkembangan museum virtual di Indonesia. Estetika unsur virtual dapat dijadikan sebagai rekomendasi bagi konservator museum untuk pengembangan museum virtual Indonesia yang akan datang. Selain itu, estetika virtual dalam museum digital memberikan peluang untuk menghadirkan pengalaman eksplorasi museum virtual.
Evidence suggests that positive interdependence is the foundation of language learning and task-based interactions, linking museums to educational institutions in fostering visitor communication with ...artwork through Foreign Language (FL) use. Despite the increasing adoption of digital resources in education, little research has yet been devoted to the effects of virtual museums on language students’ positive interdependence. This paper discusses the results of interventions conducted on 15 students of Italian as a FL with the digital collection of Palazzo Ducale in Venice. By assessing their impact on learners’ interactions, virtual museums are shown to increase positive interdependence through cooperation, turn-taking, negotiation and role-assignment during task-based language activities.
Virtual Museums (VMs) and their audiences have always been studied as separated worlds. Recently the importance of cross-methodological studies has been accepted by the academic sector for their ...usefulness in the process of assessing the impact of such VMs. Hedonic aspects, such as emotions, senses, perception, and environmental atmosphere rather than technicalities, like usability and affordance, have indeed played a precise and crucial role in the meaning-making of the world around us. This contribution will highlight the need for a collaborative sharing of ideas among designers and developers, creators and technicians, in order to reach sensory immersion and emotional involvement in VMs that will translate into enhanced participation and the predisposition to assimilate and memorize cultural contents. It has been stated that “a virtual museum is a digital entity.” As such, it is inevitably based on technology, on its user interface (UI), on the visualization solutions it employs, and on its usability and ability to interact with the end user in order to transfer a certain message. VMs are designed to complement, enhance, or augment the ordinary museum experience through contextualization, narration, personalization, interactivity and richness of content. This contribution originates not only from the lessons learned in twenty years of research by CNR ITABC, but it also moves one step further in the direction of exchanged experiences and good practices between the humanistic and the technological sectors, therefore contributing to the promotion of lifelong learning in Virtual Museums.
This article explores the affective potential of virtual humans in virtual museum (VM) environments. Three avatars (personifying a curator, a guard, and a visitor, respectively) have been employed as ...storytellers introducing participants to the emotive story behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.
PurposeThe aim of this study is to evaluate the implicit and explicit attitudes of Generation Z (Gen Z) individuals toward the experience of visiting and getting to know traditional or virtual ...museums.Design/methodology/approachTwo studies were conducted. The first study assesses the implicit attitudes of Gen Z individuals through Implicit Association Tests (IAT) toward the experience of visiting traditional versus virtual museums. Considering the results of the study one, the second study proposes and validates a conceptual model through PLS-SEM approach about the explicit attitudes of this generation toward virtual museums.FindingsIn the first study, it was found that virtual museums are more successful at engaging and immersing participants than traditional museums for Gen Z. The second study emphasized the significance of meeting Gen Z expectations and ensuring effortless access to information in virtual experiences as this can lead to increased satisfaction and inspiration among this generation.Originality/valueThe originality of this study lies in its focus on Gen Z's attitudes toward virtual museums and the use of both implicit and explicit attitude measures to gain a comprehensive understanding of these attitudes. An interesting aspect emerges from the implicit attitudes displayed by Gen Z, indicating their preference for virtual museums as more captivating compared to traditional ones.