CIP A 2005 XX International Symposium, 26 September - 01 October, 2005, Torino, Italy
1138
VIRTUAL MUSEUMS: FIRST RESULTS OF A SURVEY ON METHODS AND TOOLS
Sylaiou S. 1 , Liarokapis F. 2 , Sechidis L. 1 , Patias P. 1 , Georgoula O. 1
1 Aristotle University of Thessaloniki, Greece
svlaiou@photo.topo.auth.gr , lazikas@photo.topo.auth.gr , patias@topo.auth.gr . olge@topo.auth.gr
2 City University, London, U.K - fotisl@soi.city.ac.uk
KEY WORDS: Cultural Heritage, Virtual Museum, Virtual Reality, Augmented Reality, Web3D
ABSTRACT
Museums are interested in digitizing their collections in order not only to preserve the cultural information, but also to make it
available to the wide public in an attractive manner. Emerging technologies, such as VR, AR and Web3D are widely used for
creating virtual museum exhibitions in a museum environment through informative kiosks and on the World Wide Web. This paper
makes a survey in the field and explores the various kinds of virtual museums, their advantages and limitations by presenting old and
new methods and tools used for their creation.
1 INTRODUCTION
The development of interactive techniques and information
technologies’ software and hardware, in conjunction with the
decreasing of their costs have facilitated their use by a wide
range of cultural institutions, such as museums. These new
technologies provided solutions for lack of exhibition space,
considerable exhibitions’ costs and the fragility of some
artefacts that museum curators want to prevent their possible
damage. The value of the new methods and tools has been
recognized and fruitfully exploited by curators for visualizing
the cultural context of museum exhibitions (Scali et al. 2002),
(Web 1). Conferences such as ICHIM Conferences on
Hypermedia and Interactivity in Museums, which started in
1991 and Museums and the Web, which was established in
1997, underline the importance of new technologies to
museums. The utility and the potential benefits of emerging
technologies like Virtual Reality (VR) (Pletinckx 2000),
(Roussou 2001), Augmented Reality (AR) (Brogni et al. 1999)
and Web technologies (White et al. 2004), (Sinclair and
Martinez 2001) to museums have been well documented.
Museums changed drastically their way of conveying
information about their exhibitions to the wide public. They
have started to make use of innovative methods and new
communication tools for creating virtual museums that made the
content and context of the museum collections more accessible
and aesthetically pleasing to the wide public. A virtual museum
can be presented either to a CD-ROM, or over the World Wide
Web, or even to an intranet in a museum environment. It can be
an extension of a physical museum, or it can exist only in a
digital form. Sometimes it is a 3D reconstruction of the physical
museum, like the exhibition ‘010101: Art in Technological
Times’ (Web 2), where in the virtual rooms of the museum
exhibition, the visitors can navigate and explore its collections.
Alternatively, it may be a completely imaginary environment, in
form of various rooms, where the cultural artifacts are placed
(Web 3).
This paper will not present the results of a research, because its
main aim is to provide the first results of a survey about the
current state-of-the-art of virtual museums. It will present
virtual museum exhibitions and their characteristics and
highlight the potential of virtual museums. The structure of the
article is organized as follows: in the first section there is an
introduction to the survey about virtual museums. In the second
section the emerging methods and tools used by virtual
museums are presented. Then, the benefits, which arise from the
use of virtual museums by various groups of end-users, are
examined. Finally, the conclusions of the paper are provided in
the last section.
2 EMERGING METHODS AND TOOLS USED BY
VIRTUAL MUSEUMS
Museum curators make use of new technologies for digitizing
information about exhibitions’ artifacts, as well as for
displaying and spreading the cultural information to the wide
public in an appealing and effective way. Methods and tools
that have emerged as areas of extreme interest make it possible
to provide customized interfaces of virtual museum exhibitions
in a number of ways. For example, many interaction devices are
now available that can be integrated into multi-modal Virtual
and Augmented Reality interactive interfaces.
Virtual museum exhibitions can present the digitized
information about cultural objects, either in a museum
environment (e.g. in touchscreen kiosks), or over the World
Wide Web. The first applications in the area were mainly
focused on static presentations of texts and photos concerning
museums that offered their information through web-sites with a
catalogue of texts and photos. Later on, more sophisticated
means have appeared and the exhibits were rather dynamic and
interactive than static in nature and authoritative (Worden
1997). Thus, these virtual museums provided a more close to
reality approach and an enhanced experience to their virtual
visitors. In this section, a brief overview of the most
characteristic methods and tools currently used for the
generation of virtual museum exhibitions are presented.
2.1 Virtual Reality Exhibitions
In a Virtual Reality environment the user gets immersed in an
artificial world. Heim says that weak Virtual Reality can be
characterized by the appearance of a 3D environment on a 2D
screen (Figure 1, 2), (Heim 1993).
In opposition to this, strong Virtual Reality is the total sensory
immersion, which comprises wearing a device like a Head-
Mounted Display, or 3D polarizing stereoscopic glasses, or even
a glove, in order to create a feeling of control in actual space
(ibid). Two indicative example are Kivotos (Ark) and Magic
Screen that are housed in ‘Hellenic Cosmos’, the Cultural
Center of the Foundation of Hellenic World in Greece (Web 5).
Kivotos is a Virtual Reality environment in a room of three
meters by three meters, where the walls and the floor act like
projection screens and in which visitors participate in a journey
by wearing stereoscopic 3D glasses and using a ‘magic wand’
(Figure 3). The other VR installation, Magic Screen is shaped
like a table and visitors can engage themselves in similar
interactive activities and explore through navigation the virtual
environment (Figure 4) (Gaitatzes et al. 2001).