The use of virtual reality (VR) applications for knowledge dissemination in museum exhibitions remains a relevant and evolving topic. As VR becomes more common as a medium in museum didactics, open-source alternatives have begun to emerge alongside high-budget, expert-developed applications. While these lower-cost solutions may not support every creative concept, they enable museums with limited budgets to independently create VR exhibitions that closely mimic real-world settings, including interactive showcases and embedded media such as text, audio, images, and (animated) 3D models. To investigate which media types are most effective within such VR environments, we conducted interviews with three museum curators from south-west Germany to gather insights into their experiences and expectations regarding real-world–mimicking VR exhibitions. Additionally, we carried out a field study, based on a prototype VR exhibition on the history of the dragon myth to collect quantitative data on visitor interaction preferences with different media types and user behavior patterns. In this paper, we present and analyze both datasets and offer practical recommendations for curators interested in developing VR exhibitions for their didactic portfolios.

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Dragons in VR: Designing Visitor-Centered VR Exhibitions

  • Kevin Körner,
  • Rena Nagata

摘要

The use of virtual reality (VR) applications for knowledge dissemination in museum exhibitions remains a relevant and evolving topic. As VR becomes more common as a medium in museum didactics, open-source alternatives have begun to emerge alongside high-budget, expert-developed applications. While these lower-cost solutions may not support every creative concept, they enable museums with limited budgets to independently create VR exhibitions that closely mimic real-world settings, including interactive showcases and embedded media such as text, audio, images, and (animated) 3D models. To investigate which media types are most effective within such VR environments, we conducted interviews with three museum curators from south-west Germany to gather insights into their experiences and expectations regarding real-world–mimicking VR exhibitions. Additionally, we carried out a field study, based on a prototype VR exhibition on the history of the dragon myth to collect quantitative data on visitor interaction preferences with different media types and user behavior patterns. In this paper, we present and analyze both datasets and offer practical recommendations for curators interested in developing VR exhibitions for their didactic portfolios.