Museum tours are now designed with Virtual Reality technology so that users are fully emerging inside the virtual space, in other words, engage more lively and actively. The main objective of this research paper is to identify the speed with which technology, such as virtual reality (VR) experiences through Google Arts & Culture, fasten together the overall visitor experience at a museum, for instance, the National Museum of Jakarta. This study is a dedicated exploration of the role system quality, information quality, and aesthetic experience may play in defining visitor experiences. Participants in a survey of 230 virtual reality (VR) users were tested using structural equation modelling (SEM). In this research, it has been observed that system quality, information quality, and aesthetic quality significantly affect the level of satisfaction experienced by visitors. A similar outcome has been drawn by previous studies, which emphasized the impact of virtual reality on visitor satisfaction and engagement. With this consideration, the second contribution of this thesis lies in opening a novel view on finding out whether satisfaction derived from those three elements has an impact or not when it happens in VR museums. In this study, more attention is paid to what leads to an enhanced virtual reality experience than in previous studies, which mainly focus on the level of engagement. The significance of these findings is high for cultural institutions that are keen to digitalize their collections into virtual reality to attract a larger audience. Further research is required into the use of VR technology in museums and cultural venues to change this visitor experience, as well as understanding how it affects long-stay visitors.

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Virtual Reality (VR) Enhancements in Digital Museum: An Analysis of Visitor Satisfaction and at the National Museum Jakarta on Google Arts and Culture

  • Ichwan Masnadi,
  • Raden Nana Kusdiana,
  • Trias Septyoari Putranto,
  • Eka Rafifah Salsabila,
  • Wing Ispurwanto

摘要

Museum tours are now designed with Virtual Reality technology so that users are fully emerging inside the virtual space, in other words, engage more lively and actively. The main objective of this research paper is to identify the speed with which technology, such as virtual reality (VR) experiences through Google Arts & Culture, fasten together the overall visitor experience at a museum, for instance, the National Museum of Jakarta. This study is a dedicated exploration of the role system quality, information quality, and aesthetic experience may play in defining visitor experiences. Participants in a survey of 230 virtual reality (VR) users were tested using structural equation modelling (SEM). In this research, it has been observed that system quality, information quality, and aesthetic quality significantly affect the level of satisfaction experienced by visitors. A similar outcome has been drawn by previous studies, which emphasized the impact of virtual reality on visitor satisfaction and engagement. With this consideration, the second contribution of this thesis lies in opening a novel view on finding out whether satisfaction derived from those three elements has an impact or not when it happens in VR museums. In this study, more attention is paid to what leads to an enhanced virtual reality experience than in previous studies, which mainly focus on the level of engagement. The significance of these findings is high for cultural institutions that are keen to digitalize their collections into virtual reality to attract a larger audience. Further research is required into the use of VR technology in museums and cultural venues to change this visitor experience, as well as understanding how it affects long-stay visitors.