The Current Situation of Museums Applying VR Technology to
Disseminate Traditional Culture
Ruien Zhou
Faculty of Art, Radio and Television Scriptwriting and Directing, Southwest Petroleum University, Chengdu, Sichuan
Province, China
Keywords: Virtual Reality, Museums, Cultural Dissemination.
Abstract: With the development of virtual reality (VR) technology, many museums have begun to apply this technology
to the exhibition of cultural relics to disseminate traditional culture. However, at present, the application of
VR technology in major museums has different modes, and there are problems such as “authenticity conflict”
and “wearing discomfort” in the application process. This paper will focus on the current situation of
museums' application of VR technology to disseminate culture, take the literature analysis method and case
study method to analyze the mode of museums' application of VR technology and its impact on the
dissemination of traditional culture. It is found that the immersion, interactivity, and telepresence of VR
technology also promote the effect of museums in disseminating traditional culture; the more realistic the
design of the virtual scene, the more the narrative tends to be user-driven, and the more concise the interaction
mode, the more the museum attracts users to come to experience it, and the effect of disseminating traditional
culture is better. This paper hopes that museums will continue to develop these advantages, and at the same
time, they can combine the “meta-universe” and AIGC with VR technology in the future to disseminate
traditional culture.
1 INTRODUCTION
As an institution with a long history of displaying
cultural heritage, museums have always used physical
exhibitions, but the physical exhibitions are
monotonous and dull, lacking interactivity and
playfulness. Moreover, the space of museums is
limited, which makes it difficult to cope with the huge
flow of people. Take the Hubei Provincial Museum
as an example, on weekends and other holidays, you
need to line up for one to two hours before you can
see the cultural relics of the “Sword of King
Goujian”, which undoubtedly reduces the museum
experience significantly. This may eventually lead to
the failure of the museum's function of disseminating
culture. However, with the rise of virtual reality (VR)
technology, many museums have begun to adopt this
technology for their exhibitions, such as the British
Museum, the Metropolitan Museum of Art, and the
Palace Museum. Academics have also begun to study
this phenomenon, but there are still some problems.
This paper will summarize the research on “VR
technology combined with museum exhibitions for
cultural communication”, at the same time, this paper
will point out the problems of the current research and
give specific solutions. Hoping to show the current
situation of museums applying VR technology and
provide references for related research.
2 THEORETICAL BASIS OF VR
TECHNOLOGY
2.1 Relevant Theoretical Support
2.1.1 Flow Theory
“Flow theory” was developed in 1975 by
Csikszentmihalyi, who believed that when skills and
challenges are balanced, a person enters a state known
as “flow”, where the person is extremely focused and
immersed (Csikszentmihalyi, 1990). In a VR
scenario, the audience can experience a
“telepresence” (Steuer, 1992) through multi-sensory
interactions in the virtual scene, which makes the
audience feel immersed in the scene and have the
496
Zhou, R.
The Current Situation of Museums Applying VR Technology to Disseminate Traditional Culture.
DOI: 10.5220/0013995100004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 496-502
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
feeling that “I can cope with these challenges in the
virtual scene”, triggering the “flow”.
2.1.2 Uses and Gratifications Approach
The “uses and gratifications theory” means that
“audiences choose a medium because they need the
medium to satisfy their needs, and their satisfaction
can be obtained from the medium” (Katz & Blumler,
1974). In the VR virtual scene of the museum, VR
technology satisfies the needs of visitors to “explore
cultural relics and learn cultural knowledge”. In this
way, VR technology is a good way to disseminate
traditional culture for the museum. This paper argues
that subsequent research by scholars on the
application of virtual reality technology in museums
is also rooted in this theory. For example, Economou
pointed out in Heritage in the Digital Age that virtual
reality technology can make users feel that they are in
the cultural heritage environment (Economou, 2015),
This paper argues that the scholar writes this because
VR technology well meets the user's demand for
“experiencing the real scene of ancient times”.
2.1.3 Technology Acceptance Model
The Technology Acceptance Model (TAM) was
proposed by Davis, which shows that users'
acceptance of technology depends on two factors:
“perceived usefulness” and “perceived ease of use”.
Perceived usefulness refers to “the degree to which
users perceive the technology to be useful to them”;
perceived ease of use refers to “how difficult users
perceive the technology to be to use” (Davis, 1989).
The first impression of VR is “real”, the user will
think “I want to experience VR, it's useful for me,
after all, I'd love to experience an ancient scene”, in
this way VR satisfies the user's needs, VR technology
is useful to the user. That would be consistent with
“perceived usefulness”. At the same time, the user is
also likely to feel that “this thing is easy to use, after
all, it's almost the same as reality”. That would be
consistent with “perceived ease of use”. After that,
Venkatesh's User acceptance of information
technology: Toward a unified view added two factors,
“social influence” (others' expectations of users' use
of technology) and “facilitating conditions”
(objective conditions supporting users' use of
technology) to the original TAM. This innovation
improved the theory of technology acceptance model
(Venkatesh et al., 2003).
2.2 Characteristics of VR Technology
The concept of “museums applying VR technology to
disseminate traditional culture” not only needs the
support of the theoretical foundation of
communication studies, but also should be analyzed
from the characteristics of VR technology itself.
Explore the question of “Why VR technology can
bring promotional factors for museums to
disseminate traditional culture?”. The following are
three characteristics of VR technology.
2.2.1 Immersion
Sutherland, in The Ultimate Display, suggests that the
ultimate goal of VR technology is to achieve “The
Ultimate Display”, a VR system that creates a “room”
where computers can control the existence of matter
through a variety of input devices, kinesthetic
displays, and multi-sensory experiences (Sutherland,
1965). This paper believes that the current VR
technology has already achieved “The Ultimate
Display” conceived by Sutherland to a certain extent.
The VR application in museum exhibitions allows
users to be more immersed in the cultural virtual
scene composed of cultural heritage so that they can
experience the traditional cultural atmosphere more
profoundly.
2.2.2 Interactivity
Fisher in Virtual Environment Display System
proposed that the interaction of VR display systems
will be easier to experience through multi-sensory
feedback from vision, hearing, and touch. This not
only reduces the difficulty of getting started with a
VR system, but also significantly enhances the sense
of presence (Fisher et al., 1987). This paper argues
that the strong interactivity of VR technology will
greatly improve the “communication” between
artifacts and audiences in museum exhibitions,
shortening the distance between artifacts and
audiences. The playfulness and interestingness of
exhibitions will also be greatly enhanced. The
museums will be more appealing to users to come to
visit and experience the atmosphere of traditional
culture.
2.2.3 Telepresence
According to Steuer, “telepresence” is a core feature
of VR systems. Unlike “presence” (the experience of
being in a natural environment), “telepresence” is the
experience of being in a virtual environment as
The Current Situation of Museums Applying VR Technology to Disseminate Traditional Culture
497
perceived by the user through the medium, which is
essentially a substitute for the perception of the
physical environment by the medium. “Vividness”
and “interactivityare two important dimensions of
telepresence (Steuer, 1992). This paper argues that
the “telepresence” of VR technology can bring
museum visitors the wonderful experience of
“traveling through time and space” - the user can be
present at the time of the artifacts and experience the
stories that the artifacts have experienced. In this way,
it can stimulate users' emotional resonance with the
artifacts and enhance their understanding of
traditional culture.
3 APPLICATIONS OF VR
TECHNOLOGY IN MUSEUMS
3.1 Scenario Design
Scenario design is crucial to the VR experience, a
great scenario design can provide users with an
immersive and fantastic experience. Museums can
achieve as close a reproduction of reality as possible
through detailed 3D modeling, laser scanning, light
tracing and rendering technologies.
This elaborate scene design gives the VR system
a strong sense of presence: high resolution, high
refresh rate and delicate texture and light and shadow
so that the virtual scene can be close to the real world,
deepen the vividness, strengthen the sense of
telepresence (Steuer, 1992). Specifically speaking,
the museum can accurately restore the surface
texture, shape, and texture of the artifacts through
laser scanning technology because the artifacts are
prototypes in reality. In conclusion, museums today
tend to focus more on the “realism” of the virtual
scene than on the size and freedom of the scene when
building virtual scenes.
3.2 Narrative Design
VR systems not only need a real scene but also need
to guide users to be more immersed in the virtual
scene by reasonable narrative design. Different from
the traditional linear narrative, the narrative in a VR
environment tends to be more “fragmented” and
“user-driven”. The analogy to the game is the
difference between “linear narrative guides the
player” and “soul-like fragmented narrative where the
player can explore and recovers the storyline. VR
system narratives are often explored and discovered
by the users themselves. In the “Digital Dunhuang”
project, users can explore the story of each mural and
learn about Dunhuang culture. In short, when
applying VR technology, museums need to achieve a
“user-centered” narrative that allows users to lead the
story themselves (Dong Hengshuo et al., 2024).
3.3 Interaction Design
Interaction design is the key to VR systems, which
will directly affect the “telepresence” of the virtual
scene (Steuer, 1992). VR systems can generally
interact with the user through gesture recognition
(manipulating objects in the virtual space by
recognizing hand gestures), somatic interaction
(providing feedback such as vibration, images, and
sound effects), voice interaction (manipulating the
virtual reality system by voice) (Fisher et al., 1987),
and eye-tracking (tracking eye movements to produce
perspective changes) and other technological ways to
achieve the interaction with users.
Simple interaction logic is necessary. In
Exploring the suitability of Virtual Reality
interactivity for exhibitions through an integrated
evaluation: the case of the Ename Museum, scholars
studied the “Timeline” exhibition at the Ename
Museum in Belgium and found that cumbersome
interaction logic is counterintuitive, which directly
affects the user's sense of immersion. The simplicity
of the interaction logic is positively correlated with
the user's sense of immersion (Tost & Economou,
2007).
This paper argues that the interaction between the
virtual scene and the user must be kept as real-time as
possible to reduce the latency of the system's
response, which may lead to lag, thus seriously
weakening the immersion of the virtual scene.
4 THE IMPACT OF
APPLICATIONS OF VR
TECHNOLOGY IN MUSEUMS
ON CULTURAL
COMMUNICATION
4.1 Impact Based on the Theory of
Virtual Reality
As mentioned above, the VR system has the
characteristics of strong immersion, interactivity,
sense of telepresence, the point of view has been
demonstrated through the articles of other scholars,
VR technology through these three characteristics
attracts the public to experience the virtual space. In
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this way, the user does not have to stare at the cold
artifacts but can directly “communicate” with
artifacts.
From the point of view of “learning cultural
knowledge, users can travel to the era in which the
cultural relics are located and can personally
experience the stories behind the cultural relics,
which is certainly more impressive than watching the
introduction of the cultural relics outside the booth.
From the point of view of “stimulating interest”,
the main reason why many people are reluctant to go
to the museum is that the traditional museum
exhibitions are boring and tedious. However, the
exhibition through the emerging technology of virtual
reality can greatly stimulate people's interest in
entering museums to experience traditional culture.
Not only that, VR technology allows visitors from
different parts of the world to interact and explore in
the virtual space. This is a feature that museums can
take advantage of (Slater & Sanchez-Vives, 2016).
This paper argues that museums can try to integrate
their traditional culture into the virtual space and
attract tourists from all over the world to experience
it through both online and offline channels. This is a
better way to disseminate their traditional culture.
4.2 Impact Based on Communication
Theory
From the perspective of communication theory, the
application of VR technology in museums can also
promote the dissemination of traditional culture. This
paper will introduce a classic theory of
communication cultivation theory. Cultivation
theory was proposed by G. Gerbner, which means
that people are exposed to the “pseudo-environment”
constructed by TV media for a long time, thus their
values will be influenced by the media. This process
is long-term (Gerbner & Gross, 1976).
Based on the theory of Cultivation, this paper
argues that VR technology can build a more realistic
“pseudo-environment” than traditional media
(newspaper, television, etc.) through immersive
experience. The reason for this is that it transforms
the audience from the “third person” to the “first
person” and puts them in the perspective of the news
parties. Such role-playing may accelerate the
assimilation of values, and the media can influence
the audience faster and deeper. The New York Times
has launched a VR news client, “NYT VR”, which
allows users to come to the scene of the news through
immersive reporting, an experience that may enable
the audience to accept the information promoted by
the newspaper and the hidden values behind it in a
short time. From this point of view, the museum itself
is a more ceremonial and serious cultural
communication place, through the application of VR
technology. The application of VR technology can
better transform the medium's “long-term
cultivation” to “instant resonance”, well stimulate the
users' awareness of “protecting cultural heritage and
valuing traditional culture”.
5 THE STATE OF PRACTICAL
APPLICATION OF VR
TECHNOLOGY
5.1 Application of Virtual Reality
Technology in the Palace Museum
The Palace Museum, for example, the Palace
Museum at the same time using VR and AR
(Augmented Reality) technology, VR technology is
mainly used to build the virtual scene, and the Palace
Museum uses Unity engine to complete the
construction of the virtual scene, improve the sense of
presence by the dynamic water, light rendering and
panoramic weather. The museum provides visitors
with two modes of operation to experience virtual
reality: keyboard and mouse, and somatosensory
devices. The keyboard and mouse allow users to roam
around the Forbidden City and even “fly” up to look
down on the Palace; the VR somatosensory devices,
which further enhance the sense of immersion,
allowing users to experience immersive tours through
somatosensory interactive devices (Chen, Feng, &
Wang, Feng, 2020).
However, at present, the virtual Forbidden City
still has some defects. For example, for visitors in the
virtual scene the degree of freedom is low: “Cloud
Tour of The Forbidden City” provides a “V
Forbidden City” and “Panoramic View of The
Forbidden City” two kinds of modes to explore the
virtual scene. No matter what the difference between
the two, visitors need to click on specific points in
order to move in the virtual scene, the distance
between the two points has been omitted, rather than
“moving”, it should be called “transmission”, which
leads to the immersion brought by VR technology is
greatly reduced. This article suggests that the VR
application can refer to most 3D games that use
keyboard buttons (such as WASD) to allow the
character to move.
5.2 The Virtual Exhibition Application
of Dunhuang Academy
The Dunhuang Academy launched a “Digital Cave of
Sutras” game in 2023 to showcase Cave 16 of the
The Current Situation of Museums Applying VR Technology to Disseminate Traditional Culture
499
Mogao Grottoes. Although the game application does
not use head-mounted displays and various types of
somatosensory devices for the virtual scene
experience, the high degree of freedom of the virtual
scene and the narrative approach is considered worthy
of reference by other museums.
The “Digital Cave of Sutras” adopts the
Photogrammetry technology, which is used by many
3d games in the market for scene restoration.
Photogrammetry technology refers to the use of
multiple angles to capture the scene in reality, thus
improving the efficiency of scene restoration (Ding,
2025). In this way, the “Digital Cave of Sutras”
utilizes beautiful mapping and textures to greatly
reproduce the scene of Cave 16 of Mogao Caves in
reality. The “Digital Cave of Sutras” uses rockers and
keyboards to maneuver the characters on the PE and
PC respectively, which has significantly improved the
immersion of the display compared to the VR project
of the Palace Museum.
From a narrative point of view, the “Digital Cave”
adopts a first-person perspective, and the users can
experience the story of the cultural relics Guiyijun
Nga Fu Wine and Broken Calendar by interacting
with a number of historical figures. Users can freely
explore the scene and collect props to complete the
task with a strong sense of immersion. As mentioned
above, the first-person immersion will accelerate the
influence of the medium on the audience. Therefore,
this paper argues that the game immerses players in a
virtual environment full of Dunhuang cultural
aesthetics, which enhances the players' goodwill
towards Dunhuang culture and their desire to explore,
achieving the cultural dissemination purpose of
“spreading Dunhuang culture and Buddhist culture”.
6 OPTIMIZATION
RECOMMENDATIONS
6.1 Limitations of Current Research
The first limitation is that virtual reality-generated
content may conflict with cultural authenticity. This
issue has been partially addressed by scholar
Economou in Heritage in the Digital Age. The
limitation may be caused by two reasons. First, the
artifacts in the virtual scene lack the examination of
details in the process of production by the designer,
and such insufficient professional operation also
lacks the authoritative audit in the whole VR system
development process. Secondly, modern aesthetics
and the aesthetics of the era in which the artifacts are
located may be completely different, and modern bias
may have an impact on the generation of cultural
relics in the virtual environment, which leads to the
developers attracting users and deliberately tamper
with the original image of the artifacts in accordance
with the modern aesthetics so that the virtual
generation of the artifacts and the real artifacts is
different.
The second problem is that the current VR
headset equipment at present still has obvious
wearing discomfort. For example, the user may feel
the pressure on the eyes when wearing and experience
a 3d effect in the process of vertigo nausea. Users
wearing comfort will greatly affect the degree of
immersion in virtual reality.
6.2 Recommendations
For the conflict between virtual scene content and
cultural authenticity, this paper argues that the
Museum of Cultural Relics Protection experts should
be required to participate in the development of a
virtual reality system to ensure the authenticity of
cultural relics in the virtual scene, balancing the
commercial value of VR technology with the value of
cultural protection and dissemination. At the same
time, the development process should be published on
the museum website so that the public can participate
in the process of supervision of the design of cultural
relics in virtual reality.
For the problem of wearing discomfort of VR
equipment, this article suggests that developers
should put user experience in the first place. The
museums can optimize the structure and display
effect of the headset equipment: adopt a more
scientifically reasonable ergonomic design to make
the structure of the VR headset equipment fit the head
better. The museums should synchronize the image
transformation with the human eye movement as
much as possible to prevent motion sickness caused
by the incongruity between the screen and the human
eye.
7 PROSPECTS
7.1 “Metaverse” Extension in VR
Technologies
Since the 2020s, virtual reality technology has
introduced the concept of metaverse” in its
development. Xiao Zhang and Deling Yang have
explored the potential of the metaverse in the field of
cultural heritage communication and preservation in
Metaverse for Cultural Heritages, where Zhang and
Yang mention the concept of metaverse as a way to
recreate the plot of “The Eight Immortals Crossing
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the Sea”. The users can participate in the scene
interaction with the plot from their first perspective,
which can greatly enhance the interactive experience
and deepen their understanding of the connotation of
“The Eight Immortals' Culture” (Zhang et al., 2022).
Although Metaverse for Cultural Heritages does
not directly mention the application of metaverse in
museums, this paper believes that museums can learn
the metaverse application mode from the cultural
heritage of “Eight Immortals Crossing the Sea”. The
reason is that both museum exhibits and “Eight
Immortals Crossing the Sea” culture belong to
cultural heritage and both can utilize metaverse based
on virtual reality technology for cultural heritage
protection and cultural dissemination. At the same
time, there are many exhibits in museums, so it is
necessary to design different virtual scenes for
different exhibits and use the metaverse to show the
stories and values of different cultural relics. Since
2020, several museums, including the British
Museum, the Dunhuang Academy, and the Henan
Museum, have had their own metaverse projects.
7.2 Application of AIGC in Building
Virtual Reality Scenes in Museums
Artificial intelligence technology has been
developing rapidly in recent years. This paper argues
that museums can also combine it with VR
technology, which may become a future development
trend.
The current cost of operating a VR system is huge
and unaffordable for many museums (Dong Yunuo &
Zhu Xiaoyi, 2022). In Prospect analysis based on the
current application of VR exhibitions, the author
Dong Hengshuo argues that the development of
Artificial Intelligence Produced Content (AIGC) can
help reduce costs and increase efficiency in the
application of VR technology in museums. Dong
mentions that AI can help generate 3D modeling,
mapping, texture generation and so on. In this way,
the scene design, which is the costliest part of VR
scene building, can take advantage of AI's assistance
and thus reduce costs. With the continuous
development and progress of AI technology in the
future, the mapping, modeling, and texture generation
will be more elaborate and realistic, and museums
will be able to pay less cost to build a virtual scene
with better content (Dong Hengshuo et al., 2024). For
example, museums can use Deep Learning Super
Sampling (DLSS) technology to increase the number
of frames played in the virtual scene and improve the
image quality at the same time, and the resolution of
the image can be improved through AI calculation. In
this way, the hardware requirements for museums to
build virtual scenes are also reduced and at the same
time can bring users a more immersive and realistic
experience (Chen & Cao, 2024).
Combining VR technology with AI technology
also holds great promise. This paper believes that
museums will be able to utilize a combination of the
two in the near future.
8 CONCLUSIONS
This study finds that the communication theory of
“museums applying VR technology to disseminate
culture” and the characteristics of VR technology
itself enable museums to utilize this technology to
better disseminate traditional culture. At the same
time, the more realistic the scene design, the more
user-oriented narrative mode they adopt, the simpler
the interaction design, the more the museum attracts
users to come to experience it so that the scope of
dissemination of traditional culture will be wider and
more deeply rooted in people's hearts. However, the
current application of VR technology in museums
still has the problems of “authenticity conflict” and
“wearing discomfort”. Therefore, this paper hopes
that museums can continue to develop their own
advantages when applying VR technology and solve
the defect of “authenticity conflict” through more
authoritative and professional supervision, solving
the problem of “wearing discomfort” by adopting
more reasonable and advanced hardware design at the
same time. This study summarizes the current
application of VR technology in museums and points
out the impact of this application on the dissemination
of traditional culture. It is hoped that this study will
be helpful for related research. In the future, when
museums apply VR technology, they can combine
“metaverse” and AIGC technology to create a more
real, more inclusive, and more attractive virtual
world. The public can experience the charm of the
traditional culture in this virtual world.
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