Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3604479.3604508acmotherconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Deinonychus and The Cow – Enhancing Museum Exhibitions Through the Use of Mixed Reality

Published: 08 April 2024 Publication History

Abstract

The use of technology inside museums is a topic of growing interest. Technology-driven installations not only create new experiences for the regular visitors but also may be enough to attract the interest of new ones. When those experiences happen outside of the museum walls, they can be even stronger in delivering the museum’s message to a new audience. Based on that, the Deinonychus experience and The Cow were created. These Mixed Reality (MR) experiences were first installed in a temporary facility of the Câmara Cascudo Museum during a Science, Culture, and Technology fair at the Federal University of Rio Grande do Norte’s central campus. This paper describes the development, deployment, and testing of those installations in a real environment, with considerations for those interested in creating something similar. Finally, the paper discusses the solutions used and how they could be replicated for museums around the globe.

References

[1]
HTC Vive Arts. 2019. "Mona Lisa beyond the Glass": The Louvre’s first virtual reality experience. https://www.louvre.fr/en/what-s-on/life-at-the-museum/mona-lisa-beyond-the-glass-the-louvre-s-first-virtual-reality-experience
[2]
Barry G Blundell and Adam J Schwarz. 2002. The classification of volumetric display systems: characteristics and predictability of the image space. IEEE Transactions on Visualization and Computer Graphics 8, 1 (2002), 66–75.
[3]
Frederick P Brooks. 1999. What’s real about virtual reality?IEEE Computer graphics and applications 19, 6 (1999), 16–27.
[4]
Luis A Buatois and M Gabriela Mángano. 2011. Ichnology: Organism-substrate interactions in space and time. Cambridge University Press.
[5]
Edward Buckley. 2011. Holographic laser projection. Journal of display technology 7, 3 (2011), 135–140.
[6]
GRIGORE Burdea and Frederick P Brooks. 1996. Force and touch feedback for virtual reality, 1996. New York (1996).
[7]
Grigore C Burdea and Philippe Coiffet. 2003. Virtual reality technology. John Wiley & Sons.
[8]
Marcello Carrozzino and Massimo Bergamasco. 2010. Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of cultural heritage 11, 4 (2010), 452–458.
[9]
Marcello Carrozzino, Chiara Evangelista, A Scucces, Franco Tecchia, G Tennirelli, and Massimo Bergamasco. 2008. The virtual museum of sculpture. In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts. 100–106.
[10]
Lynn D Dierking and John H Falk. 1992. Redefining the museum experience: the interactive experience model. Visitor Studies 4, 1 (1992), 173–176.
[11]
Thomas B Greenslade Jr. 2011. Pepper’s Ghost. The Physics Teacher 49, 6 (2011), 338–339.
[12]
Lynda Kelly. 2014. The connected museum in the world of social media. In Museum communication and social media. Routledge, 54–71.
[13]
Salvador Dalí Museum. 2016. Dreams of Dalí in Virtual Reality. https://thedali.org/exhibit/dreams-of-dali-in-virtual-reality/
[14]
Larissa Neuburger and Roman Egger. 2017. An afternoon at the museum: Through the lens of augmented reality. In Information and communication technologies in tourism 2017. Springer, 241–254.
[15]
Dominique Poulot. 2013. Museu e museologia. Autêntica.
[16]
Maria V Sanchez-Vives and Mel Slater. 2005. From presence to consciousness through virtual reality. Nature Reviews Neuroscience 6, 4 (2005), 332–339.
[17]
Maria Shehade and Theopisti Stylianou-Lambert. 2020. Virtual reality in museums: Exploring the experiences of museum professionals. Applied sciences 10, 11 (2020), 4031.
[18]
Thomas B Sheridan. 1996. Further musings on the psychophysics of presence. Presence: Teleoperators & Virtual Environments 5, 2 (1996), 241–246.
[19]
Thomas B Sheridan 1992. Musings on telepresence and virtual presence.Presence Teleoperators Virtual Environ. 1, 1 (1992), 120–125.
[20]
Bruno Santana da Silva. 2020. Análise do uso de QRCodes na exposição de icnologia do Museu Câmara Cascudo. Revista Museologia e Patrimônio (2020).
[21]
Mel Slater, Beau Lotto, Maria Marta Arnold, and María Victoria Sánchez-Vives. 2009. How we experience immersive virtual environments: the concept of presence and its measurement. Anuario de Psicología, 2009, vol. 40, p. 193-210 (2009).
[22]
Daniel E Smalley, Sundeep Jolly, Gregg E Favalora, and Michael G Moebius. 2021. Status of Leaky Mode Holography. In Photonics, Vol. 8. MDPI, 292.
[23]
Natalia Teixeira, Bianca Lahm, Fabiana Frata Furlan Peres, Claudio Roberto Marquetto Mauricio, and Joao Marcelo Xavier Natario Teixeira. 2021. Augmented Reality on Museums: the Ecomuseu Virtual Guide. In Symposium on Virtual and Augmented Reality. 147–156.
[24]
Bob G Witmer and Michael J Singer. 1998. Measuring presence in virtual environments: A presence questionnaire. Presence 7, 3 (1998), 225–240.
[25]
Jianghao Xiong, En-Lin Hsiang, Ziqian He, Tao Zhan, and Shin-Tson Wu. 2021. Augmented reality and virtual reality displays: emerging technologies and future perspectives. Light: Science & Applications 10, 1 (2021), 1–30.
[26]
Alexandra Zbuchea. 2013. How Do Young People Visit Museums?Proceedings of Qualitative Research in Communication, L. Ivan, ed (2013).

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
SVR '22: Proceedings of the 24th Symposium on Virtual and Augmented Reality
October 2022
175 pages
ISBN:9798400700026
DOI:10.1145/3604479
Publication rights licensed to ACM. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 April 2024

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. museum experience
  2. virtual environments
  3. virtual reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

  • CAPES

Conference

SVR 2022
SVR 2022: 24th Symposium on Virtual and Augmented Reality
October 24 - 27, 2022
Natal, RN, Brazil

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)24
  • Downloads (Last 6 weeks)5
Reflects downloads up to 10 Nov 2024

Other Metrics

Citations

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media