Towards a More Effective Way of Presenting Virtual Reality
Museums Exhibits
Constantinos Terlikkas and Charalambos Poullis
Immersive and Creative Technologies Lab, Cyprus University of Technology, Limassol, Cyprus
Keywords: Virtual Reality Museums, VR Systems, Visualization, Modeling.
Abstract: In this work, we present the design, development and comparison of two immersive applications with the
use of Virtual Reality CAVE technology: a virtual museum following the traditional paradigm for the
museum exhibit placement and a virtual museum where no spatial restrictions exist. Our goal is to identify
the most effective method of arranging museum exhibits when no constraints are present. Additionally we
will present the significance of the folklore museum in cyprus. Since this would affect the design process.
1 INTRODUCTION
Currently in traditional museum spaces, the exhibits
are arranged according to their theme, era or area of
origin. For many years, this has been accepted as the
suitable method for displaying museum exhibits.
However, this placement is restricted in most
occasions by the spatial constraints of each museum
room or building.
On the other hand, no such restrictions are
imposed in a virtual space i.e. in a virtual museum.
According to the initial term “virtual museum”
that was first devised by Tsichritzis and Gibbs in
1991, a virtual museum does not necessarily require
the use of virtual reality technologies. In this paper,
the term “virtual museum” is used to describe a
virtual museum that uses virtual reality technologies.
Two decades since the invention of VR
technologies VR CAVE, can be still considered as
the most reliable technology for virtual reality
1
.
The reliability and high quality immersion of the
VR CAVE technology, is the main reason for its
selection for the design and presentation of a
folklore virtual museum.
1
In 1992, CAVE, the first IPT (Immersive Projection Technology)
was invented at the University of Illinois as the most sophisticated VR
system at that time. The virtual world generated by IPT is of high
quality and is also very stable because the IPT consists of already
commercialized components such as stereo projectors, high-end
graphics workstations.... This high-quality environment enables us to
apply VR technology to more serious applications such as museum
exhibits. In fact, recently, the use of VR technology in museum
exhibits has become one of its most important application fields.
(Tsichritzis and Gibbs, 1991)
In the same way as in any museum, where the
exhibits refer to a different era, in a folklore museum
it would be rather difficult to experience each
exhibit with a simple verbal description.
As we now live in a global society, discovering
and maintaining one’s traditional identity could
contribute to the intellectual evolution of one’s
culture. This kind of knowledge and understanding
could potentially result to mutual respect and further
integration amongst ethnic groups. This could
strengthen a healthy relationship with our origins
and the origins of others, and offer understanding
that could help eliminate racist tendencies and help
cultivate values, such as respect for the environment
and our fellow man.
The introduction of tradition to the field of digital
arts could potentially lead to its global recognition
and contribution; in a more “direct” world, such as
the one the internet and modern means of
communication provided today. Differences and
similarities of one’s traditional identity with other
ethical groups, could initiate discussions or offer a
platform that can assist future research and
development of new knowledge. Ideally, the
unlimited verbal and intellectual wealth, drawn from
research or interaction, with the support of today's
digital media could help better understand ourselves
and other culture.
This research aims to bring out a new form for a
folkloric museum in Cyprus, using the virtual reality
technology and exploring its potentials as a new
approach to how museum exhibits can be
experienced. This approach exists in respect to the
237
Terlikkas C. and Poullis C..
Towards a More Effective Way of Presenting Virtual Reality Museums Exhibits.
DOI: 10.5220/0004844702370241
In Proceedings of the 9th International Conference on Computer Vision Theory and Applications (VISAPP-2014), pages 237-241
ISBN: 978-989-758-009-3
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
traditional concept of a museum and aims to create
new additions in the ways that users experience a
museum exhibit.
According to UNESCO’s Constitution
“...ignorance of each other’s ways and lives has been
a common cause, throughout the history of mankind,
of that suspicion and mistrust between the peoples of
the world through which their differences have all
too often broken into war.”(UNESCO Report). The
digital format can allow the museum to be promoted
abroad, transforming it from a national – local to an
international museum.
In the following sections the design for the
development of this project are being analyzed.
Section 2 summarizes the state of the act knowledge
in the area of virtual museums by presenting brief
overview on research done on existing virtual
museums. Section 3 presents the overview structure
of the system and Section 4 presents the design and
developing procedure of the virtual museums.
Section 5 analyses the evaluation process, and
Section 6 describes the conclusions so far.
2 RELATED WORK
Over the past decades there has been rapid a
development of digital technology and computers
graphics. Virtual reality has taken a special place in
the museum area and virtual reality systems already
exist in some museums. This is nevertheless an
exciting area of research that has not been fully
explored. Following are some examples of insights
given from the development of relevant projects.
In the article "Learning in virtual museums" the
aim was the design and evaluation of a virtual
museum recreating an existing museum with an end
purpose to identify its learning opportunities. The
design of the museum succeeded in creating a
pleasant experience for users but the learning
benefits were not as prominent (Mpitros et al.).
Lidunn Mosaker in her article “Visualizing
historical knowledge using virtual reality
technology” discusses virtual reality reconstructions
of historical sites. The article examines whether
visualization reducing the authenticity of historical
sites. In addition the article explores the impact of
user expectations concerning their experience with
the virtual reality. The users felt they were in a
certain space but distinguished it from the real
museum experience. Visitors where aware of the
virtual world not being real but where willing to
believe in its reality (Mosaker, 2001).
According to the article “Real exhibitions in a
virtual museum”, the designer has to develop an
intuitive, consistent, user-friendly, stimulating
virtual environment, with rigid hardware, able to
withstand heavy, everyday use (Lepouras et al.,
2004). This paper presents the findings gathered
from creating a multi-thematic virtual museum that
its end users where visitors of real world museums.
In the paper “Virtual Museums for all:
Employing Game Technology for Edutainment”, is
suggested that the use of 3D game technologies for
the purpose of developing affordable is easy to use
and creates pleasing virtual environments. 3D game
technologies offer sufficient quality for the majority
of the uses of a virtual museum with the extra
advantage of the reduced need for development and
system resources (Lepouras and Vassilakis, 2004).
In the article “Total Displacement: Exhibiting
Folklore and the Boundaries of Museum Space” the
author discusses two ways of creating an open-air
folk museum. The exhibits can be moved from their
original environments and relocated on a constructed
site; or they can be kept at their original places as
exhibits. The author concludes that, by broadening
the theoretical method and recognized, can not be
completed the design and implementation of the
folklore museum (Savaş, 2011).
3 SYSTEM OVERVIEW
So far has been gathered enough Reference material
for the application design. Following this stage the
virtual spaces of the traditional and proposed virtual
museum will be designed and modelled. Pilot
evaluations can be done as soon as the overall
concept is designed along with sufficient material.
The final outcomes will be tested with experts and
potential users.
Data Gather 3.
Virtual Environment Creation 4.
Interaction 5.
Evaluation 6.
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4 DATA GATHER
During the research phase all the photographic
material relating to the exhibits along with verbal
information is being gathered. This allows spherical
understanding for each object that will be placed in
the museum. Photographic materials along with the
experience of the actual objects that are still around
are the stepping-stones for the modelling of the
objects that will be placed in the museum.
5 VIRTUAL ENVIRONMENT
CREATION
As the project is still in progress, the work
developed so far includes part of the digital
environments and some of the exhibits (Figure 1).
Figure 1: View of the current work.
The software used for the development of the
application is EON studio, a product that has been
marketed since 1999 (http://www.eonreality.com).
This software supports the operation of VR Cave
and allows 3D authoring for the developing
interactive 3D applications (Figure 2).
Figure 2: EON studio on a VR Cave system.
Below there is a description of certain exhibits that
have been modeled, in which the user will have the
ability to interact with them.
Figure 3. Figure 4. Figure 5.
Figure 6.
Loom “Argaleios”: a machine used for weaving and
is made of wood. The purpose of the loom is to hold
constant the vertical threads of the fabric, facilitating
the horizontal threads knitting (Figure 3).
Spinning wheel “Anemi”: Manufacture of wood
or reeds help in easy reeled (Figure 4).
Threshing tool “Doukani”: plane wood where its
lower part had sharp stones. Used for threshing
grain. The farmer stood or sat on it, as an animal
dragged over cereals (Figure 5).
Hand mill “Sheromili”: Tool used for grinding
grain. Consisted of two cylindrical blocks, placed
one above the other (Figure 6).
5.1 “Traditional ” Virtual Museum –
Spatial Restrictions are Kept
An important part of the research for the
development of this project included regular visits
and recording of the exhibits at the folklore
museums of Cyprus. Since this project aims to create
a different virtual museum experience it cannot be a
representation of an existing museum. Under the
guidance of experts from the relevant government
carriers, which are responsible for the care and
layout of today’s folklore museums we will attempt
to create a virtual museum, that goes beyond the
comparison with existing “real life” museums.
Categories and themes for the exhibits have already
been recorded and help create the paths towards the
completion of this research project. Some examples
include categories such as: dichori (δίχωρη) “two
rooms” bedroom, living room, weaving hall,
kitchen, farm - livestock tools, such as Threshing
tool “Doukani” and Hand mill (Figure 8-9), wine
cellar.
TowardsaMoreEffectiveWayofPresentingVirtualRealityMuseumsExhibits
239
Figure 7: “Traditional”
Virtual museum – Top view.
Figure 8: Hand mill in
“Traditional” Virtual
museum.
Figure 9: Threshing tool in
“Traditional” Virtual
museum.
Figure 10: “Real life”
Virtual museum – Top
view.
5.2 “Real Life” Virtual Museum – No
Spatial Restrictions
After designing and testing the "traditional" virtual
museum the findings and the conclusions will be
used for the explorations of possible solutions for
the design of the “Real life” virtual museum (Figure
10). The exhibits that have been used for the
“traditional” virtual museum will be organized and
presented in the spaces where they were used before
they became museum exhibits. As the items are
located in their original environment (Figure 11), the
user can experience them and interact in ways that in
the modern era does not support, as most of the
exhibits are not currently being used.
The “Real life” virtual museum will be set in a
model Village in Cyprus at an era around the middle
of the nineteenth and the beginning of the twentieth
century, at a time before the introduction of modern
technology to the island. The virtual space allows
the designer to use time, as part of the information
and not as a rigid rule in the design process. Some of
the concepts that are arising from this research
project have potentials for further insights, in the
field of virtual design and can give answers or create
more questions by the end of this project.
Figure 11: Loom and Spinning wheel in “Real life”
Virtual museum.
6 INTERACTION
At this stage arbitrary trials are being done to
determine the navigations style and ways of
interaction that could be used in the development of
the virtual folklore museum (Figure 12).
Figure 12: View of the current navigation style.
7 EVALUATION METHOD
Pilot evaluations can be done as soon as the project
is designed (both virtual museum spaces). This will
provide feedback for final changes and “tuning” of
the virtual museum. The final evaluation will be
conducted by testing the outcome with user groups
that include ordinary users and experts such as
folklorist, curators and historians.
The evaluation process can offer understanding on
the ways that people use to navigate and interact
within the virtual museum and how interfaces and
object placement can affect the virtual behaviour.
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We will also attempt to evaluate, how and if the
users through these applications obtain new
knowledge
After a tour in both virtual museums following a
common scenario, the users will be asked to
complete a questionnaire that will help evaluate their
overall experience (Figure 13).
Scenario: the users are given a short amount of
time to become accustomed to using the application.
Then they have to locate a number of specific
objects (ex. grind flour tool, wheat milling grape
tool.) and interact with them. The same guides and
constrains will be given for both applications. After
the completion of the virtual visit, the users along
with answering the questioner will have to assess
which of the two virtual museums offered better
information on the objects and the era they
represent.
The evaluation can give insights relating to the
users’ navigation habits and interaction desires in
such virtual environments and their interfaces.
Figure 13.
Questioner - Basic questions
Are you a connoisseur of Cyprus folklore?
How often do you come across with the Cypriot folklore in
your everyday life?
Do you believe that knowledge and also the maintenance of
folklore of is important?
Do you like visiting museums?
How often do you visit museums?
Which kind of museums do you prefer to visit?
How would you describe your relationship with
technology?
What is your opinion on the use of technology in
museums?
Do you know the term virtual reality?
Can you mention your most important VR experiences?
What is your opinion for the use of VR technology in
museums
How would you describe your tour in the museum?
Do you think that the design of the museum gave you the
opportunity to move with freedom in the application or do
you think that there were restriction.
Do you believe that the contact you have with the
following exhibits, helped you to understand more about
their use? Loom, Spinning wheel, Threshing tool and Hand
mill
8 CONCLUSIONS
The quest for the best way to present in the virtual
space this kind of exhibits created the need for the
development of this research project. As mentioned
above, this is a project still in progress. Nevertheless
the results so far indicate the positive prospects of
the research being done.
Upon completing this project, the end goal is to
create new perspectives in the design of virtual
museums and how knowledge of folk culture can be
preserved.
ACKNOWLEDGEMENTS
This work is part of the IPE/NEKYP/0311/02 "VR
CAVE" project (http://www.vrcave.com.cy) and is
financially supported by the Cyprus Research
Promotion Foundation and the European Structural
Funds.
REFERENCES
Dennis Tsichritzis & Simon Gibbs, Virtual Museums and
Virtual Realities, International Conference on
Hypermedia & Interactivity in Museums.1991
Michitaka Hirose, Virtual Reality Technology and
Museum Exhibit, The International Journal of Virtual
Reality, 2006, 5(2):31-36.
http://www.unesco.org/new/en/culture/resources/report/the
-unesco-world-report-on-cultural-diversity/
John Mpitros, Luke Dimitropoulos, John Vrellis, Maria
Verra, Christos Sintoris and Nikolaos Avouris,
Learning in virtual museums
Lidunn Mosaker, Visualising historical knowledge using
virtual reality technology, Digital Creativity 2001,
Vol. 12, No. 1, pp. 1–194
G. Lepouras, A. Katifori, C. Vassilakis, D. Charitos, Real
exhibitions in a virtual museum, Virtual Reality (2004)
7: 120–128, DOI 10.1007/s10055-004-0121-5
George Lepouras & Costas Vassilakis, Virtual Museums
for all: Employing Game Technology for Edutainment,
Department of Computer Science and Technology
University of Peloponnisos, 2004
Ayşen Savaş, Total Displacement: Exhibiting Folklore
and the Boundaries of Museum Space, Millî Folklor,
2011, Yıl 23, Sayı 90
http://www.eonreality.com/
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