2 Presnt Draft 1
2 Presnt Draft 1
2 Presnt Draft 1
Presented by:
Pragesh Pradhan (20CSEC46)
Ranju Pradhan (20CSEC50)
Raj Kumar Manger (20CSEC52)
• 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.
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.
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
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
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 collaborate with local communities, cultural experts, and stakeholders to ensure authenticity
and respectful interpretation of Sikkim's heritage.
SOLUTION STRATEGY