Exploring Concept Design of User Experience with Diegetic
Approach for Cultural Heritage Virtual Realtity Exhibition
Cahya Miranto
1,2
, Hestiasari Rante
1a
and Sritrusta Sukaridhoto
1b
1
Department of Informatics and Computer Engineering, Politeknik Elektronika Negeri Surabaya, Surabaya, Indonesia
2
Department of Informatics Engineering, Politeknik Negeri Batam, Batam, Indonesia
Keywords: Virtual Reality, Virtual Exhibition, User Experience, Diegetic, Game.
Abstract: Museum and exhibition event have started to digitalize the artifact or artwork collection for preservation and
presentation. Virtual Reality (VR) medium affecting the way people experience and perceive heritage. Virtual
museum and exhibition does not only focus on displaying artwork or artifact but also but also the narration of
its story. Game interfaces consist of both diegetic and non-diegetic components. Mostly in virtual exhibition,
user interface using non-diegetic causing continuous interruptions of the user experience. Player involvement
and immersion experience can be influenced by a range of factors, from the controllers to the user interface.
It is crucial to represent cultural information and system interaction to the user through interfaces without
distracting user’s attention. In game industry, the use of diegetic design transformation of graphical user
interface has already been used. In this paper, we will look at the benefits and also highlight the possibility
and issue of the diegetic approach in designing the features required by the system. In our research, there are
3 features in virtual exhibitions that can be studied using a diegetic approach: interfaces design regarding to
artifacts, interfaces to the system, and interfaces to applications. Our findings suggest that using diegetic
interface is possible and have a potential to extend user experience.
1 INTRODUCTION
The use of Virtual Reality (VR) has grown
significantly, entering many different aspects. Most
of the museum and exhibition event have started to
digitalize the artifact or artwork collection for
preservation and presentation. With device based
experiences like Head Mounted Displays (HMDs)
with input control like Leap Motion Controller,
Microsoft Kinect, VR technologies can create
immersive and fun experience. The use of a virtual
medium allows artists to display their work. Due to
pandemic condition, two exhibition event in
Indonesia named “Tales of Nowhere” by Museum
MACAN and OPPO Art Jakarta Virtual 2020 by Art
Jakarta were held virtually using web-based virtual
tour (Kemenparekraf, 2021).
VR medium affecting the way people experience
and perceive heritage. VR has been used for
reconstructing historical environments (Technology,
2016), for increased visitor engagement and
a
https://orcid.org/0000-0002-1298-9800
b
https://orcid.org/0000-0002-8157-5863
education (Bozzelli et al., 2019), and for creating
interactive, engaging, and immersive experiences in
heritage environments (Pagano et al., 2020). Instead
of just displaying content, the app can also provide
visitors or users with knowledge through interactive
informal learning (Tengku Wook et al., 2016).
Although, according to (Yazid & Jantan, 2019), value
in UX is important and should be considered from the
holistic point of view to develop a good application
and UX also become the key focus in order to create
emotion quality into interaction. This sense of
presence is not only influenced by a hardware
solution but also by graphical user interface (GUI)
(Salomoni et al., 2017).
In this research, we introduce the second stage of
testing for our exhibition Cultural Heritage (CH)
themed VR prototype (Miranto et al., 2020).
Designing diegetic interface elements with the latest
evolution of GUIs in the gaming industry, to enhance
user experience. We aim to analysis of their
suitability in the cultural heritage domain and to
272
Miranto, C., Rante, H. and Sukaridhoto, S.
Exploring Concept Design of User Experience with Diegetic Approach for Cultural Heritage Virtual Realtity Exhibition.
DOI: 10.5220/0010943900003260
In Proceedings of the 4th International Conference on Applied Science and Technology on Engineering Science (iCAST-ES 2021), pages 272-277
ISBN: 978-989-758-615-6; ISSN: 2975-8246
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
provide users with a natural and immersive
environment which, however, does not shift the focus
of the user away from the virtual cultural artwork.
The main goal of this research is to analyze the
possibilities offered by the application of a diegetic
solution to the design of an interface for a cultural
heritage virtual application
2 RELATED WORKS
2.1 Current Virtual Museum
There have been many study in Virtual Environment
(VE) recently due to the enormous urgent need
caused by the pandemic. Several virtual exhibition
and museum development studies focus more on 3D
reconstructions of building or event(Fazio et al.,
2019; Previtali, 2019; Walmsley & Kersten, 2020),
artwork (Adamopoulos et al., 2020; McCarthy et al.,
2020; Tanasi et al., 2021; Zhenrao et al., 2021) with
historical and esthetic value. Apart from the
entertainment aspect, virtual museums and
exhibitions are also able to display information as a
learning medium. With the following requirements,
system requires interaction and feedback from the
user to the system, then displaying related
information through the interface. In our findings,
some virtual developments using Head Mounted
Device (HMD) present this information with
Graphical User Interface (GUI) by using non-diegetic
type causing continuous interruptions of the user
experience.
For instance, development virtual museum for the
Stoa of Attalos (Skamantzari et al., 2017), allowing
user to exploring a 3D reconstructed artifact and
environment, application provide information about
related artifact by using a non-diegetic
semitransparent windows shown at the screen layer
appearing superimposed over the virtual
environment. An investigation of visualization and
interaction with reconstructed Archaeological
Museum was performed in (Clini et al., 2018). In this
case, user can interact with artifact object and gain
information using diegetic GUI near the artifact
object. However some function like recall map,
switch panorama and changing scene still using non-
diegetic design.
Extending the analysis to other fully immersive
CH applications using Cave Automatic Virtual
Environment (CAVE). In (Roussou & Slater, 2020)
using CAVE system focusing on the topic of math
fractions interactive methods and passive methods.
We recognize that diegetic interface is also
underexplored in these circumstances.
2.2 GUI Elements and Type
GUI behave like a 2D plate to put stickers on screen.
When player exploring the game world, screen GUI
stays in the same place. User Interface (UI) in video
games is the way players can interact with the game
and receive feedback of their interaction. This
includes several aspects of gameplay such as the
storyline, controls, graphics, visual perspectives
(point-of-view), behaviors of AIs and level designs.
A suitable description of the design space of GUI for
games was initially proposed by Fagerholt and
Lorentzon (Fagerholt & Lorentzon, 2009). There are
four types of interfaces depending on how linked to
the narrative (see Figure 1).
Figure 1: Four interface type Fagerholt and Lorentzon’s
terminology
1. Non-diegetic interface is the category that a
game’s HUD. This information exists purely
for the player to view on screen, and the
characters within the game are not aware of
its presence.
2. Diegetic interface is one that exists within the
game world and the characters within the
game are aware of its presence.
3. Meta interfaces are interface that the
characters in the game are aware of, but they
are not physically display within the scene.
4. Spatial interface exists in the scene, but the
characters within the game are not aware of
it.
In the previous topic about VR in CH application,
GUI mainly use to display information consisting of
text, icons, button, simple effect and other multimedia
Exploring Concept Design of User Experience with Diegetic Approach for Cultural Heritage Virtual Realtity Exhibition
273
source that occasionally obscure areas of the screen.
Therefore, the first attempt with an HMD should
focus on putting GUI components into the Virtual
Environment (VE). This way provides visual comfort
by reducing the range of parallaxes, which may
interfere with the fictional experience and
consequently with the final immersion perceived by
the user. As a result, deciding how to arrange the GUI
elements in 3D space becomes critical.
Diegetic concept in (Fagerholt & Lorentzon,
2009) describe that all indicator line menu bar or
status icon on screen are considered as not being part
of the game world, because a game character is
unaware about them. They are defined as extra-
diegetic. On the other hand, the intra-diegetic
comprises the characters, its objects, narrative of the
game and actions.
In (Schild & Masuch, 2012) proposed GUI
element and game information into three group :
extra-diegetic, intra-diegetic and spatial references.
Extra-diegetic is common UI elements to show
information to the user. Intra-diegetic object element
in game to show information to the user (e.g. watch
to show time). Spatial reference which are technically
part of the Head-Up Display (HUD) like a crosshair
in shooter game.
2.3 Diegetic UI Experiences in Video
Games
In game industry, there are some games have totally
or partially integrated information in basic HUDs into
the narrative. Dead Space is one of the famous
example, which places the life bar on the back of the
armor. With third person view, player can see health
bar from the back of the armor without needed to use
HUD. Also another game element in Dead Space is
show in form of holographic view near the object like
basic information about pick able object or near the
weapon to indicate ammo.
Removing non-diegetic elements increased
immersion only from a certain level of expertise and
difficulty (Iacovides et al., 2015). Without HUD,
using only diegetic interface, experts were less
distracted. However, for novice user level, the
presence of a basic HUD was essential. HUD giving
the important information that, if absent, significantly
affect their gaming experience. Another study with
experts only (Peacocke et al., 2018) have a relatively
similar result for first-person shooter task like ammo
monitoring performance was higher when the ammo
indicator using diegetic design that plant in to the gun.
Experiencing full immersion experience from
player character in a first-person perspective serves to
enhance the user engagement. One recent study found
that perceived sense of presence was higher using
HMD VR compared to the desktop application
(Pallavicini et al., 2019). Diegetic interfaces designed
to respecting the narrative of the game without
compromise user immersion, seem to offer a possible
solution to the basic HUD problem.
3 ROLE ANALYSIS OF
DIEGETIC INTERFACES FOR
CULTURAL HERITAGE VR
APPLICATIONS
The emerge of VR technologies in video games
industry has led to a re-adapting of game mechanic
and their interfaces study, we argue that a similar
change ought to be attempted for the enjoyment of the
digital heritage. However, the solutions applied to
game are not suitable for cultural heritage domain due
to the few but fundamental differences between the
two areas that require a specific analysis.
1. In game development, player may have
complex status and list of task. So all the
information needed at that point must be
display on screen to make easier for player to
see. On the contrary in CH application, player
only need to interact and gain information
related to artwork through an interface that
must not occlude the artwork.
2. In game development, sometimes it is the
interface itself that tries to draw the player’s
attention (e.g. flashing bar to emphasize a low
health). While in CH application, it is the user
who decides when to pay attention to the
interface.
In this context, with a proper design interface, will
enhance the sense of presence and immersion of the
user. It becomes important to evaluate, depending on
requirement system and on the type of information or
data to be presented, the most suitable non-diegetic or
diegetic design solutions that may contribute to the
enhancement of the virtual environment.
3.1 Cultural Heritage Virtual
Exhibition
For the test mockup, we using our early development
research Cultural Heritage VR Exhibition (Miranto et
al., 2020). The application using HMD with VR input
control to interact with object and system. For now,
iCAST-ES 2021 - International Conference on Applied Science and Technology on Engineering Science
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player can explore the exhibition area. Exhibition
area fill with quantity of booth from several vendor or
artist (see Figure 2).
Figure 2: Early development cultural heritage VR
exhibition
First, we describe some of the features of the
exhibition system that need to be design for user
interface. Based on early development:
1. User is able to view additional information
about the related artifact, general information
about exhibition event and each vendor,
2. User are able to use the functions offered by
the system to explore the exhibition area, like
using a map.
3. User are able to set configurations on the
system.
With this requirement, next we plan concept for
user interface based on diegetic approach.
3.2 Diegetic Interface for Virtual
Reality Exhibition
The primary objective of this study is to look at the
possibility of using a diegetic solution to build an
interface for a virtual cultural heritage application. In
this research, we focused on the creation of a virtual
exhibition where visitors may appreciate the artworks
while learning new things about them. In order to
optimize user experience, we specify the sorts of
cultural data that should be supplied to visitors
throughout an exhibition. The identification of a
feasible method for integrating this information into
the interface will be presented for each type of data,
as well as our thoughts on the issues that arise from
attempting to include fiction into the design of UI
components in the CH domain.
Our virtual exhibition may be divided into three
categories based on this requirement: those connected
to the artefact, those related to the user experience,
and those related to the application. The three groups
are based on common design patterns found in
gaming interfaces.
Figure 3: Possible visualization of cultural data related to
the artwork. (a) the non-diegetic representation. (b) the
diegetic visualization.
First about data related to artwork. These data are
related to the visualization of all that additional
information that is used to augment a virtual object.
In a GUI design for a cultural heritage experience,
this represents the main requirement that needs to be
satisfied by developers. Data mostly composed of
text, images or even videos. As demonstrated in
Figure 3, with non-diegetic and diegetic concept, user
will have optimal readability of the content. However
with non-diegetic, GUI will covering half of the
screen. With diegetic concept, user can control where
to see or read base on VR hand control position. This
requires the designer to add a new 3D objects
fictionally integrated only for this case, like books,
electronic tablet or multimedia boards into the scene
or attach to the player. In our opinion, with diegetic
solution in addition to offering a good readability of
the data, and more flexible with the position based on
player input control.
Figure 4: Visualization of information related to the user
experience. (a) non-diegetic represantation placed at the
screen layer. (b) the diegetic version.
Next visualization of information related to the
user experience. For this case, we are referring to all
function that offer from the application to the user. As
Exploring Concept Design of User Experience with Diegetic Approach for Cultural Heritage Virtual Realtity Exhibition
275
an example, we can consider information related to
user’s position using some kind of map or GPS
tracker. As demonstrated in Figure 4, with non-
diegetic design have similar problem as before.
Occluding the virtual environment and can disturb the
user. Here again, a diegetic design solution appears as
the most reasonable. With using VR controller, user
can grab object like a map or GPS tracker to show
their location. The map should be designed also as a
multimedia map able to show other information such
booth logo or brand or exhibition area that already
been visited. In this way, the information which
contributes to improving the user experience is
presented in a discreet manner without diverting user
attention.
Figure 5: Approaches to show information related to the
application. (a) the non-diegetic representation. (b) a
possible representation.
Lastly about data related to the application. This
section refers to the configuration of the virtual
environment. While in the gaming context this
generally corresponds to configuration such as the
exit or changing location, lowering music volume in
the exhibition, saving and loading of a game state.
Certainly, this group consists of the most complex
interaction and information to manage.
As demonstrated in Figure 4, in our opinion, a
fully diegetic design solution requires a greater effort.
To exit the exhibition, user need to walk through exit
door. With simple animation, application can tell to
the user that they can interact with the exit door. For
another idea about lowering volume music in
exhibition area, designer need to create object and
interaction system for user. Design of the object must
be self-explanatory for the user to avoid confusion.
Finally, the solution involving the creation of
diegetic design interfaces applicable to all three types
of group. However, in some cases, this diegetic
solution will limit the user interaction with the object.
These solutions could be more suitable for the first
two types of group we have analyzed because they do
not need to be always available to the user. Recent
studies have shown that the diegetic interface
approach is very suitable for VR applications that
focus on story-driven games that require immersive
experiences with the surrounding environment
(Hoppe et al., 2021). Our future research is to testing
the diegetic approach by users with a varied
background regarding their experience in virtual
reality.
4 CONCLUSIONS
A virtual museum or exhibition not only represents an
artwork or artifact, but also tells the story behind it.
The challenge in designing immersive virtual
applications is presenting such information to the user
without sacrificing the system's usability, and in
particular in the cultural sector, maintaining the work
of art at the center of the user’s attention.
The purpose of this study was to explore the
possibility of diegetic design UI using HMD and VR
control that already implemented in games can also
be implemented to cultural heritage domain. With
more effort on the UI design side of implementing a
diegetic interface, give a possible solution to
represent more value to the work. In conclusion, we
believe that with using diegetic design interface may
enhance involvement and immersion user to the
cultural heritage content.
ACKNOWLEDGEMENTS
We would like to thank the Politeknik Elektronika
Negeri Surabaya for supporting and making this
project possible.
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