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SIKKIM CULTURAL VIRTUAL MUSEUM

Presented by:
Pragesh Pradhan (20CSEC46)
Ranju Pradhan (20CSEC50)
Raj Kumar Manger (20CSEC52)

Project Internal Guide: Project External Guide:

Miss. Pragya Pradhan Mr. Pawan Sharma


Assistant Professor Senior Assistant Professor
(Computer Engineering) Dept. Computer Engineering (NIELIT),
Pakyong
CONTENTS

• ABSTRACT
• INTRODUCTION
• LITERATURE REVIEW
• PROBLEM DEFINITION
• OBJECTIVES
• SOLUTION STRATEGY
• METHODOLOGY
• GANTT CHART
• CONCLUSION
• REFERENCES
ABSTRACT

The Sikkim Cultural Virtual Museum pioneers a new approach to cultural preservation by utilizing
Virtual reality (VR) technologies. This innovative platform offers users an immersive journey
through Sikkim's diverse cultural heritage, including historical sites, artifacts, artworks. The museum
provides educational and engaging experiences for all audiences. Beyond preservation, it serves as a
catalyst for creativity and community engagement, showcasing Sikkim's cultural identity in new and
exciting ways. We will be using Blender for creating the model, unity and C# for responsiveness and
interaction.
INTRODUCTION
• Sikkim, nestled in the picturesque Himalayas, is famous for its diverse traditions, stunning
landscapes, and unique cultural artifacts like historical ornaments, weapons, traditional houses,
and the iconic Kanchenjunga.
• Despite its cultural significance, Sikkim's heritage faces challenges such as limited accessibility,
conservation issues, and evolving audience preferences.
• VR technologies have revolutionized various sectors by changing how we interact with digital
content.
• The Project Sikkim Cultural Virtual Museum aims to leverage these immersive technologies to
preserve, promote, and celebrate Sikkim's rich cultural heritage.
LITERATURE REVIEW
Name of the paper Using Virtual Reality for Museum Exhibitions
1.
Journal name Association for Information Systems. AIS Electronic Library (AISeL)
Author Hsin-Lu Chang, Yung-Chi Shih, Kai Wang, Rua-Huan Tsaih, Lin Zhiyan.

Published Date 2018

Findings 1. VR significantly outperforms websites and videos in capturing user attention,


suggesting its potential as a powerful tool for engaging museum visitors.
2. Both attention and engagement positively influence users intention to visit the
museum, emphasizing the importance of designing immersive experiences to
encourage repeat visitation and positive word-of-mouth.
Research Gap 1. The study compares VR with only websites and videos, neglecting a broader range of
communication mediums, indicating a gap in understanding VR's performance
relative to various museum communication tools.
2. Participants are solely university students, potentially biasing results, highlighting a
need for diverse demographic representation to better understand VR's efficacy
across different user groups.
2. Name of the paper Current and Potential Applications of AR/VR Technologies in Cultural
Heritage.
Journal name Springer Nature Switzerland AG
Author Dimitrios Karadimas, Leonidas Somakos , Dimitrios Bakalbasis,
Alexandros Prassas, Konstantina Adamopoulou , and George Karadimas

Published Date 2019.

Findings 1. Discussed the challenges of maintaining authenticity and ethical


considerations in representing cultural artifacts.
2. Emphasized the importance of stakeholder engagement and community
participation in ensuring culturally sensitive representations.
Research Gap 1. The paper acknowledges the potential of AR/VR technologies in
Cultural Heritage (CH) preservation and presentation but highlights
ongoing debates and challenges, particularly regarding technical issues
during data conversion and application deployment. There's a gap in
understanding the complexities and limitations of integrating various
technologies seamlessly to ensure effective AR/VR experiences.
3. Name of the paper A True AR Authoring Tool for Interactive Virtual Museums

Journal name Part of the book series: Springer Series on Cultural Computing ((SSCC))
Author Efstratios Geronikolakis, Paul Zikas, Steve Kateros, Nick Lydatakis, Stelios Georgiou
Mike Kentros, George Papagiannakis.

Published Date 2020

Findings 1. The study adopts a comprehensive approach to developing True AR experiences for
cultural heritage, integrating tangible and intangible elements through rapid
prototyping and visual scripting.
2. The study outlines future directions including addressing hardware limitations,
improving interaction mechanisms, automating scene setup, implementing multiplayer
functionality, and conducting qualitative evaluations to enhance system capabilities and
usability.
Research Gap 1. The study highlights limitations in HoloLens hardware, including a small field of view
and processing power issues, impacting user immersion and performance.
2. Challenges arise in transitioning interaction mechanisms from virtual reality to
augmented reality, particularly for actions requiring physical tools, necessitating
innovative solutions.
4. Name of the paper Value‑based model of user interaction design for virtual museum

Journal name CCF Transactions on Pervasive Computing and Interaction

Author Ning Zou Qing Gong, Jiangping Zhou, Pengrui Chen, Wenqi Kong,
Chunlei Cha
Published Date 2021

Findings 1. The authors propose a "rose model" for user interaction design in virtual
museums, This model considers the relationship between exhibition
technology, sensory types, levels of user experience (LoUX), and human-
exhibition interaction factors

Research Gap 1. The paper addresses the gap in integrating virtual reality technology
characteristics with the existing museum exhibition design framework to
solve unique problems in VR-based museum exhibitions (VRME).
5. Name of the paper Designing virtual reality based 3D modeling and interaction
technologies for museums
Journal name Heliyon 9

Author Wenru Zhao, Liping Su, Fengju Dou.

Published Date 2023

Findings 1. The study focuses on integrating Virtual Reality (VR) technology into
museum exhibits, specifically at the Chengde Mountain Resort Museum.
2. It proposes a VR-based 3D modeling technology and human-computer
interaction algorithm to enhance the museum experience

Research Gap 1. The paper addresses the gap in utilizing VR technology for dynamic
image display in museums, aiming to make exhibits more vivid and
engaging for visitors
PROBLEM DEFINITION
• Geographical constraints, limited resources, and lack of digital presence hinder traditional
museums and cultural institutions in Sikkim from reaching a global audience.
• Conservation and preservation of Sikkim's cultural artifacts, such as historical ornaments and
traditional houses, face challenges like environmental threats, aging infrastructure, and limited
funding and expertise.
• Current methods of educating audiences about Sikkim's cultural heritage may not effectively
engage diverse groups like students, researchers, tourists, and cultural enthusiasts, lacking
interactive and immersive experiences.
• There is a gap in effectively utilizing VR technologies to address these challenges and enhance
the accessibility, preservation, and promotion of Sikkim's rich cultural heritage.
OBJECTIVES

• To digitally preserve Sikkim's cultural heritage through immersive VR experiences,


encompassing historical artifacts and iconic landmarks like Kanchenjunga.

• To promote Sikkim's cultural heritage to a global audience by enhancing accessibility through


dynamic virtual platforms, enabling exploration for visitors worldwide.

• To create an interactive learning environment catering to diverse audiences, including students,


researchers, and tourists, fostering deeper understanding of Sikkim's history, art, and traditions.

• To utilize VR technologies to develop innovative experiences, incorporating interactive exhibits


to enhance user engagement and satisfaction.

• To collaborate with local communities, cultural experts, and stakeholders to ensure authenticity
and respectful interpretation of Sikkim's heritage.
SOLUTION STRATEGY

• Immersive Virtual Museum Platform Development:


• Utilize modeling techniques for realistic virtual replicas using Blender.
• Design interactive exhibits and multimedia content for an enriched cultural experience.
• Enhancing Accessibility and Global Reach:
• Develop user-friendly VR-compatible interface for global audiences.
• Conservation and Preservation Initiatives:
• Partner with experts to develop digital preservation strategies.
• Include educational content to promote responsible tourism.
• Interactive and Educational Learning Experiences:
• Design tailored educational programs and guided tours.
SYSTEM ARCHITECTURE
FLOW DIAGRAM
SEQUENCE DIAGRAM
DEPLOYMENT DIAGRAM
GANTT CHART
CONCLUSION
The Sikkim Cultural Virtual Museum project represents a groundbreaking initiative leveraging
VR technologies to preserve and promote Sikkim's rich cultural heritage. By creating an
immersive and interactive virtual platform showcasing historical artifacts, traditional houses, and
the iconic Kanchenjunga, the project addresses challenges of accessibility, conservation,
engagement, and education faced by cultural institutions in Sikkim.
The solution strategy emphasizes collaboration, innovation, accessibility, and continuous
improvement to foster global awareness, enhance educational experiences, support conservation
efforts, and promote community engagement.
As a testament to the transformative power of VR in cultural preservation and heritage
promotion, the project highlights the potential of technology to bridge cultural divides, inspire
curiosity, and cultivate deeper connections with Sikkim's vibrant history, traditions, and identity
in an immersive and memorable way.
Further we will trying to Incorporate gamification for active engagement like Quizzes in future.
REFERENCES
[1] H. L. Chang, Y. C. Shih, K. Wang, R. H. Tsaih, and L. Zhiyan, "Using Virtual Reality for Museum
Exhibitions," in Association for Information Systems. AIS Electronic Library (AISeL), 2018.
[2] D. Karadimas, L. Somakos, D. Bakalbasis, A. Prassas, K. Adamopoulou, and G. Karadimas, "Current and
Potential Applications of AR/VR Technologies in Cultural Heritage," Springer Nature Switzerland AG, 2019.
[3] E. Geronikolakis, P. Zikas, S. Kateros, N. Lydatakis, S. Georgiou, M. Kentros, and G. Papagiannakis, "A
True AR Authoring Tool for Interactive Virtual Museums," in Springer Series on Cultural Computing ((SSCC)),
2020.
[4] Ning Zou Qing Gong, Jiangping Zhou, Pengrui Chen, Wenqi Kong, Chunlei Cha, “Value-based model of
user interaction design for virtual museum”, in CCF Transactions on Pervasive Computing and Interaction
2021.
[5] Wenru Zhao, Liping Su, Fengju Dou, “Designing virtual reality based 3D modeling and interaction
technologies for museums” in Heliyon 2023.

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