This study examines the transformative role of emerging technologies in enhancing museum experiences, beyond their traditional roles of cultural preservation and education. As museums worldwide increasingly integrate new technologies to captivate and educate their audiences, this research introduces Cryo1.0, a practice-led empirical project exploring the potential of Virtual Reality (VR) to animate static museum exhibits. The project encompasses the development of four distinct applications tailored for various platforms, including 3DoF VR video/applications, Augmented Reality (AR) for mobile devices, 6DoF VR for systems like the HTC Vive and Mixed Reality (MR) for devices such as HoloLens and Magic Leap. This study meticulously documents the production process, highlighting the software and hardware employed, and the establishment of an efficient production pipeline. By addressing the technical challenges encountered during development, this research offers a critical analysis of the strengths and limitations of each technology within the museum context. Additionally, it provides strategic insights and methodologies to support the Galleries, Libraries, Archives and Museums (GLAM) sector in enhancing visitor engagement through these innovative technologies.

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Revolutionising Museum Experiences Through Interactive Virtual Reality-Based Digitisation

  • Nagaraju Thandu

摘要

This study examines the transformative role of emerging technologies in enhancing museum experiences, beyond their traditional roles of cultural preservation and education. As museums worldwide increasingly integrate new technologies to captivate and educate their audiences, this research introduces Cryo1.0, a practice-led empirical project exploring the potential of Virtual Reality (VR) to animate static museum exhibits. The project encompasses the development of four distinct applications tailored for various platforms, including 3DoF VR video/applications, Augmented Reality (AR) for mobile devices, 6DoF VR for systems like the HTC Vive and Mixed Reality (MR) for devices such as HoloLens and Magic Leap. This study meticulously documents the production process, highlighting the software and hardware employed, and the establishment of an efficient production pipeline. By addressing the technical challenges encountered during development, this research offers a critical analysis of the strengths and limitations of each technology within the museum context. Additionally, it provides strategic insights and methodologies to support the Galleries, Libraries, Archives and Museums (GLAM) sector in enhancing visitor engagement through these innovative technologies.