DinosaurVR: Using Virtual Reality to Enhance a Museum Exhibition

Authors

DOI:

https://doi.org/10.5753/jis.2023.3464

Keywords:

Virtual Reality, Paleontology, Museum Visit Enhancement

Abstract

Museums featuring dinosaur fossils have always attracted the attention of the crowd. However, sustaining public interest in science becomes more challenging year after year, even for popular attractions, calling for changes in how exhibits appear in the face of new technologies. To enrich the user’s experience and enhance the exhibition’s attractiveness, we developed and evaluated an immersive and interactive Virtual Reality (VR) experience to integrate the Paleontology exhibition at the Câmara Cascudo Museum in Natal, Brazil. Experienced VR users were interviewed and reported, through software tests, that the system was stable and performed as intended without any noticeable issues that could affect the user experience. They also found the content adequate, except for the suggestion to include more information about Paleoichnology and the finding of fossil tracksites. The graphical quality received mixed reviews, with some participants suggesting improvements to the terrain, such as adding vegetation and enhancing lighting. They also noted that the experience would appeal to younger audiences, thanks to the novelty of VR technology and the accessibility offered by the museum. Improvements were made to the environment based on their feedback, including changes to the terrain and lighting. Additionally, we developed two alternative versions of the experience, one for multi-projection in a room and another without interactive elements. Our results indicate that the VR experience can be successfully integrated with the exhibition and has the potential to enhance museum visits. It can connect the audience with the actual fossils on display by using a dinosaur in the exhibition. It allows one to visualize how their region changed in the past million years. Finally, this experiment helped bridge the population from an unprivileged region with the science that is produced upon the fossils found in their context. Such knowledge broadens the public’s imagination and triggers a whole chain of development for the community around the museum. Our VR exhibition prototype showed great potential to amplify this mission.

Downloads

Download data is not yet available.

References

Allcoat, D. and von Mühlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26.

Antlej, K., Bykersma, M., Mortimer, M., Vickers-Rich, P., Rich, T., and Horan, B. (2018). Real-world data for virtual reality experiences: Interpreting excavations. In 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018), pages 1–8. IEEE.

Arts, H. V. (2019). ”mona lisa beyond the glass”: The louvre’s first virtual reality experience.

Awadalla, R. R. (2023). The application of mixed reality technology as innovative approach in museums. Journal of Design Sciences and Applied Arts, 4(2):275–283.

Carrozzino, M. and Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of cultural heritage, 11(4):452–458.

Carrozzino, M., Evangelista, C., Scucces, A., Tecchia, F., Tennirelli, G., and Bergamasco, M. (2008). The virtual museum of sculpture. In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, pages 100–106.

Collectors, B. (2020). Dino hazard: Chronos blackout. Video Game.

da Costa, P. V. L. G., Ribeiro, T. B., Brusatte, S. L., dos Anjos Candeiro, C. R., da Silva Marinho, T., Bergqvist, L. P., et al. (2020). Theropod (dinosauria) diversity from the açu formation (mid-cretaceous), potiguar basin, northeast brazil. Cretaceous Research, 114:104517.

de Carvalho Souza, A. M., Dantas Arruda, D., Sarmento, C. E., Bessa, O. F. M., Ramos, E. A., and Rennó-Costa, C. (2022). Deinonychus and the cow – enhancing museum exhibitions through the use of mixed reality. In 24th Symposium on Virtual and Augmented Reality (SVR 2022), page 8. ACM.

Falk, J. H. and Dierking, L. D. (2016). The museum experience revisited. Routledge.

Google (2023). Google cardboard sdk. Software Development Kit.

Kelly, L. (2014). The connected museum in the world of social media. In Museum communication and social media, pages 54–71. Routledge.

Lee, H., Jung, T. H., tom Dieck, M. C., and Chung, N. (2020). Experiencing immersive virtual reality in museums. Information & Management, 57(5):103229.

Lugrin, J.-L., Kern, F., Schmidt, R., Kleinbeck, C., Roth, D., Daxer, C., Feigl, T., Mutschler, C., and Latoschik, M. E. (2018). A location-based vr museum. In 2018 10Th international conference on virtual worlds and games for serious applications (VS-games) , pages 1–2. IEEE.

Meta (2023). Oculus quest. Virtual Reality Headset.

Museum, S. D. (2016). Dreams of dalí in virtual reality.

Neuburger, L. and Egger, R. (2017). An afternoon at the museum: Through the lens of augmented reality. In Information and communication technologies in tourism 2017, pages 241–254. Springer.

Poulot, D. (2013). Museu e museologia. Autêntica.

Ramos, E. and Others (2020). Singular plural. Website.

Ribeiro, T. B., da Costa, P. V. L. G., Brusatte, S. L., dos Anjos Candeiro, C. R., Bergqvist, L. P., et al. (2022). An eye for an eye, a tooth for a tooth: Archosaurian teeth from the açu formation (albian–cenomanian), potiguar basin, northeast brazil. Cretaceous Research, 129:105005.

Shehade, M. and Stylianou-Lambert, T. (2020). Virtual reality in museums: Exploring the experiences of museum professionals. Applied sciences, 10(11):4031.

Silva, B. S. d. (2020). Análise do uso de qrcodes na exposição de icnologia do museu câmara cascudo. Revista Museologia e Patrimônio.

Simon, N. (2010). The participatory museum. Museum 2.0.

Souza, A. M. d. C., Barbosa, D. M. d. N., Bessa, O. F. M., Ramos, E. A., and Rennó-Costa, C. (2022). Medusozoa - an immersive and interactive virtual reality installation in a museum. In 24th Symposium on Virtual and Augmented Reality (SVR 2022), pages 1–8, New York, NY,USA. ACM.

Teixeira, N., Lahm, B., Peres, F. F. F., Mauricio, C. R. M., and Xavier Natario Teixeira, J. M. (2021). Augmented reality on museums: the ecomuseu virtual guide. In Symposium on Virtual and Augmented Reality, pages 147–156.

Unity (2023). Unity. Software.

Downloads

Published

2023-08-21

How to Cite

SOUZA, A. M. de C.; AURELIANO, T.; GHILARDI, A. M.; RAMOS, E. A.; BESSA, O. F. M.; RENNÓ-COSTA, C. DinosaurVR: Using Virtual Reality to Enhance a Museum Exhibition. Journal on Interactive Systems, Porto Alegre, RS, v. 14, n. 1, p. 363–370, 2023. DOI: 10.5753/jis.2023.3464. Disponível em: https://sol.sbc.org.br/journals/index.php/jis/article/view/3464. Acesso em: 4 may. 2024.

Issue

Section

Regular Paper