Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums
Abstract
:1. Introduction
- improvement of the integration between virtual and real contents of the museum, in order to make them synergic and harmonious with the space, the paths, the visitors’ needs;
- hybridization of media, bringing together different paradigms and languages of “representation” (virtual reality, theater, cinema, sound and light design, mixed and augmented reality, holography, game), in order to involve and guide the visitor through a vivid and incisive narrative cultural experience.
Structure of the Paper
2. Experience Design for Virtual Museums
2.1. What Is the Experience Design
- interaction with the technology and interfaces in general;
- technical and practical characteristics of the latter (ergonomics, shape, practicality and visibility);
- context in which it is presented.
- Visibility—By looking, the user can tell the state of the device and the alternatives for action;
- Good Conceptual Model—The designer provides a good conceptual model for the user, with
- consistency in the presentation of operations and results;
- Good mappings—It is possible to determine the relationships between actions and results;
- Feedback—The user receives full and continuous feedback about the results of the actions.
2.2. Hybridization between Virtual and Real Museums
2.2.1. Experiencing an Exclusively Digital Virtual Museum
2.2.2. Experiencing a Hybrid Museum
2.2.3. Experiencing a Virtual Exhibition
2.2.4. Mixed Reality: Focus on Holographic Showcases
2.3. Virtual Reality
3. Media Hybridization
3.1. Chronicle of Media Hybridization in Brief
3.2. Focus on a Novel Kind of Media Hybridization: “Live Art”
4. Narration
4.1. Making a Virtual Environment an Alive Ecosystem
4.2. Plausibility and Reliability of the Story
5. Mixed Reality
- Augmented reality (AR), which superimposes, on the predominant real perception, some artificial digital elements;
- Augmented Virtuality (AV), which consists of the reproduction of real elements above a predominant virtual context (for example the use of one’s real hands interacting within a virtual world).
6. Questions before Starting the Experience Design
Public and Accessibility
- Which is the relation between the cultural heritage and its public? How is its accessibility?
- Who are the visitors? Where are they from? Are they occasional or frequent attenders of the place? Do they visit the place alone or in group or with families, following guided tours?
- How many visitors are attending the place at the same time, and how long does their experience last, on average?
Issues the Project Aims at
- Does the project aim to modify or increment the target?
- Which are the urgent issues to be solved by the project? To increase the accessibility? To contextualize the whole visit path? To create just a general introduction to the collection or to operate on specific objects? To give evidence to objects that are not noticed?
Condition of Fruition
- Where multimedia and VR should be accessed? Along the visit paths or in a dedicated room? While accessing digital contents visitors are standing, or sitting or walking?
- Is it preferable that the user access digital contents passively or actively?
Relation between Real and Virtual Contents
- Is it useful to create mixed reality environment to foster the comparison between past and present from the same point of observation?
Communicative Style and Interaction
- What kind of style is preferable in communication? Descriptive? Narrative? Emotional? Dramatic? This depends also on the environmental conditions (for instance darkness favors emotional engagement), on local people’s attitude, cultural background and age.
- Which complexity in interaction is recommended?
Sustainability
- Aiming at sustainability, is it preferable that visitors use their own devices to access digital contents or that the museum delivers dedicated devices, at the forefront of technology?
- Is the scalability of the project, in terms of technological solutions and access modalities, an issue to be pursued?
- Last but not least: how many economic resources are available for the realization of the project and its sustainability?
7. User Experience Evaluation in Museums
8. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Type of Experience | Application | Definition | Characteristics | Case studies and User Experience Evaluation (UX) |
---|---|---|---|---|
Exclusively digital | Desktop Virtual reality (VR) | Artificial 3D interactive environment simulating a real environment. Visualized in real time on a screen/projection | -Not immersive. -No relation with surrounding exterior context. -Single user. -Inclusion. -Embodiment. -Free or guided exploration. | 1. Scrovegni Chapel Virtual Museum, 2003, Wiegand multimedia room, Eremitani Museum, Padua, CNR ITABC. https://www.cnr.it/it/focus/doc/59/musealising-the-virtual-the-virt-paper-pubblicato-nei-proceedings-della-conferenza-mondiale-vsmm-2002-creative-and-digital-culture-gyeongjou-corea-del-sud-premiato-con-il-best-paper-award-for-the-cultural-merit 2. Building Virtual Rome, two months virtual archaeology exhibition with several VR systems, 2005, Trajan Market, Rome; CNR ITABC, Luiss Univ., Federculture, Filas. UX on the general public: http://eprints.gla.ac.uk/143553/ |
VR Multi-user domain | 3D interactive environment where many users meet and interact in the same VR space, sharing objectives | -Same as VR. -Avatars. -Cooperation. -Recalling a game. -Potential enhanced learning. | 1. Virtual Museum of the ancient Via Flaminia, 2008, Roman National Museum—Diocletian’s Baths, Rome, CNR ITABC. http://www.v-must.net/virtual-museums/vm/virtual-museum-ancient-flaminia-2008. | |
VR and Natural interaction (NI) | 3D environment where the user interacts using only mid-air body gestures | -Same as VR. -Sensor to capture movements. -No markers to be worn. -Enhanced embodiment. -Recalling a game. -More immediate to use, less precise input than a pointer. -The user like a performer. -Shared experience. | 1. Tiber Valley virtual museum, 2014, Etruscan National Museum of Villa Giulia, Rome, CNR ITABC. UX on 117 visitors, 270 students of secondary schools, 96 students of primary schools. https://www.researchgate.net/publication/311363190_AN_INTEGRATED_METHODOLOGICAL_APPROACH_TO_EVALUATE_VIRTUAL_MUSEUMS_IN_REAL_MUSEUM_CONTEXTS 2. Etruscanning, 2013, Vatican Museums, Rome, CNR ITABC. UX on 50 visitors at Vatican Museum and 60 visitors at Archeovirtual editions in 2011-2012: https://www.academia.edu/8863496/The_Etruscanning_project_Gesture-based_interaction_and_user_experience_in_the_virtual_reconstruction_of_the_Regolini-_Galassi_tomb 3. Livia’s Villa Reloaded, 2013, Roman National Museum, Diocletian’s Baths, CNR ITABC. UX in 2015 on 125 visitors: https://www.academia.edu/31048207/LIVIAS_VILLA_RELOADED_VIRTUAL_MUSEUM_USER_EXPERIENCE_EVALUATION | |
Virtual ecosystems and Artificial life (AL) | 3D interactive environment with different elements and animated beings enter in relation. | -VR space dynamic and alive. -Complex behaviors. -Pre-determined behaviors in case of animations in loop. -Unpredictable dynamics in case of AL simulations. | E-Sparks, 2005, in Building Virtual Rome, Trajan Markets, Rome, Plancton Art Studio. UX: http://eprints.gla.ac.uk/143553/ | |
Immersive VR—Head mounted display (HMD) | HMD are equipped with a pair of displays, put on the eyes, on which stereoscopic virtual contents are displayed. | -Same as VR but immersive -360° vision. -User isolated, without perception of the surrounding real world and persons. -Great sense of presence in the virtual world. | A Night in the Forum, 2018, game, Reveal project, CNR ITABC, Imperial Fora Museum, VRTron, Sony. www.revealvr.eu | |
Hybrid (overlapping and comparison real/digital) | Mixed reality (MR) Holographic showcase | Pepper’s Ghost effect produced in a museum showcase including the real object | -Not immersive. -Illusion of reality. -Virtual contents on real object. -Object legibility and contextualization. -Integration with the museum’s space. -Emotional narration, dramatization. -Shared experience. | The box of stories, CEMEC project, 2017-2019, Hungarian National Museum Budapest, Allard Pierson Museum Amsterdam, Byzantine and Chrstian Museum Athens, LVRMuseum Bonn, Art and History Museum Bruxelles, Maker Faire Rome; CNR ITABC and E.V.O.CA srl. https://cemec-eu.net UX in each museum, on more than 600 visitors in total. https://www.researchgate.net/publication/325477342_THE_BOX_OF_STORIES_USER_EXPERIENCE_EVALUATION_OF_AN_INNOVATIVE_HOLOGRAPHIC_SHOWCASE_TO_COMMUNICATE_WITH_MUSEUM_OBJECTS |
Multimedia in digital frames close to real artifacts | Audio-visual contents explaining the exhibited objects, playing on screens or projections. | -Integrated in the collection. -Simple and short contents compatible with the visitor’s flow. -Collective experience. -Accessibility easier to be implemented. | Keys2Rome exhibition, 2014-2015, Imperial Fora Museum, Rome, CNR ITABC and V-Must partners. UX evaluations on 360 general visitors and on 147 students: https://www.researchgate.net/publication/300413239_Evaluation_of_the_educational_potentials_-_interactive_technologies_applied_to_Cultural_Heritage | |
Live art | Live performers directly enter inside the details of a digitized artworks becoming parts of it and dramatizing it. | -Digitized artwork re-projected in the public space and brought to life by performances of actors. -Actions and stories dealing with the artwork subject. -Site-specific installation dialoguing with the surrounding space. -Process of decomposition and re-composition of the work. | School of Athens, 2019, Fara in Sabina (RI), in the context of Invisible Cities event; CNR ITABC and Teatro Potlach. | |
Immersive MR See through AR display | Transparent Head Mounted Displays (HMD), superimposing the digital on a transparent display which allow to see through the reality | -Overlap between reality and virtual contents. -Useful for the user to perceive and decode the space while walking through it. -Single user experience. -Technological performance to be improved. | Art Glass https://www.art-glass.it/en/ Arkaevision Art, Tomb of the Diver in Paestum, 2019, Digital Comedia and CNR ITABC. | |
Immersive Augmented Reality (AR) | Head Mounted Displays (HMD), visualization of virtual reconstruction aligned with the reality (position/orientation). | -Useful for the user to perceive and decode the space while walking through it but stopping in a position. -In the viewer the user does not see through the reality but its corresponding VR reconstruction. -Single user experience. | Caracalla in 4D, 2018, Caralla Baths archaeological park, Rome CNR, Coopculture, E.V.O.CA. srl. UX evaluation: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&ved=2ahUKEwjM1o2ex6XlAhWPzqQKHT5mCs0QFjACegQIBBAC&url=http%3A%2F%2Fmediageo.it%2Fojs%2Findex.php%2Farcheomatica%2Farticle%2Fdownload%2F1549%2F1404&usg=AOvVaw0pb7HRdqrz6wTX487Czgf6 | |
AR on tablet and mobile devices | Virtual contents overlap and align on the reality. The tablet serves as a “window on the virtual world”. | -Not immersive. -Useful for the user to perceive and decode the space while walking through it. -The user is aware of the physical space around him. -Shared experience, social relations. | V-Must Keys2Rome, 2014-2015, Fraunhofer, CNR ITABC an V-Must Partners. UX on about 360 visitors: https://www.researchgate.net/publication/300077444_A_contextualized_educational_museum_experience_connecting_objects_places_and_themes_through_mobile_virtual_museums |
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Pietroni, E. Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums. Appl. Syst. Innov. 2019, 2, 35. https://doi.org/10.3390/asi2040035
Pietroni E. Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums. Applied System Innovation. 2019; 2(4):35. https://doi.org/10.3390/asi2040035
Chicago/Turabian StylePietroni, Eva. 2019. "Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums" Applied System Innovation 2, no. 4: 35. https://doi.org/10.3390/asi2040035
APA StylePietroni, E. (2019). Experience Design, Virtual Reality and Media Hybridization for the Digital Communication Inside Museums. Applied System Innovation, 2(4), 35. https://doi.org/10.3390/asi2040035